A discussion about how simultaneous-action-selection mechanisms work (audio):
http://www.theboardgameworkshop.com/2018/04/episode-36-simultaneous-action-selection.html
Tips & Resources for Board Game Designers
A discussion about how simultaneous-action-selection mechanisms work (audio):
http://www.theboardgameworkshop.com/2018/04/episode-36-simultaneous-action-selection.html
Solo Game Challenge
Deadline: July 23, 2018
Prizes: The Game Crafter shop credit and more
https://www.thegamecrafter.com/contests/solo-game-design-challenge
What to put in a Kickstarter FAQ section:
Tips for pitching using sell sheets (audio):
http://www.boardgamedesignlab.com/pitches-sell-sheets-with-jeremy-commandeur/
Advice for attending a playtesting event: before, during, and afterward:
“Be an artist, not a scientist. Avoid any fixed methodology, and don’t follow well trampled paths.”
What to ask players in a post-test questionnaire--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1975599/post-play-questionnaire
The right and wrong ways of including examples in rulebooks:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/e-g
The causes of analysis paralysis, and ways of addressing them:
Comparing several pledge managers that help with Kickstarter fulfillment:
http://www.jamesmathe.com/story-of-the-3-little-pledge-managers/
Advice for writing rulebooks that are understandable, consistent, and usable:
http://www.leagueofgamemakers.com/following-rules-is-hard-writing-rules-is-harder/
An overview of playtesting--what it is and how to do it:
https://geekandsundry.com/how-to-make-a-game-playtesting-advice-from-game-designers/
“The real danger with making rulebooks is that if the wrong rule is more intuitive than the right one then your players will never open the rulebook again.”
“When you design a game, 1. Start with something innovative. This is your best chance to end up with something innovative.”
Advice for designing cooperative games from fans of the genre (audio):
https://soundcloud.com/user-318456537/coop-cast-episode-27-design-discussion-with-matt-leacock
...and from a skeptic of it (audio):
http://www.boardgamedesignlab.com/the-two-types-of-cooperative-games-with-peter-hayward/
A list of different kinds of playtesting you could perform:
https://boardgamegeek.com/blogpost/75551/defining-playtesting-part-2
How to make your game more accessible to more people (audio):
http://www.boardgamedesignlab.com/how-to-make-your-game-more-accessible-with-brandon-rollins/
Kickstarter advice from Pandasaurus Games:
“Go meet other designers. Play their games, have them play yours. Talk about design.”
The role of progression in a game design: