The benefits of tapping players' creativity, and simple ways of doing it:
How to start working on a large, complex game design--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1994796/how-start-designing-large-complex-game
What it's like designing and publishing abstract games:
https://www.inquisitivemeeple.com/publishers-of-play-nestorgames/
Contest winners discuss what to keep in mind when designing a game for a contest (audio):
https://www.theboardgameworkshop.com/2018/05/wednesday-may-16-2018-38-welcome-to.html
Tips for designing dueling games (audio):
http://www.boardgamedesignlab.com/dueling-games-with-brad-talton/
How to use randomness in your design, keeping in mind the game's audience:
http://theforbiddenlimb.libsyn.com/the-roll-sic-of-randomness-ep-67 (audio)
A look at the ways in which "workers" work in board games:
http://makethemplay.com/index.php/2018/05/14/how-to-make-workers-work-in-board-game-design/
Morten Monrad Pedersen on designing solo variants:
https://cardboardclash.wordpress.com/2018/05/12/interview-with-morten-monrad-pedersen/
Examining the relationship between points and money in games:
http://www.kindfortress.com/2018/05/07/design-patterns-a-rich-victory/
Uses of event decks in a game design:
http://makethemplay.com/index.php/2018/05/07/four-uses-of-event-decks-in-board-game-design/
Four card layout design tips:
https://medium.com/@dylanmangini/4-layout-tips-for-designing-card-games-17cc98b89b96
For the May 2018 24-hour contest, design a game about slowing or delaying development of something:
https://boardgamegeek.com/thread/1988484/24-hour-contest-may-2018
