The key to designing a compelling 18-card game:
https://oakleafgames.wordpress.com/2018/05/29/breaking-the-wallet-game-code-part-2/
Tips & Resources for Board Game Designers
The key to designing a compelling 18-card game:
https://oakleafgames.wordpress.com/2018/05/29/breaking-the-wallet-game-code-part-2/
Information on scores of board game reviewers and content creators:
https://stonemaiergames.com/my-current-approach-to-board-game-reviewers-and-content-creators/
Some ways of creating interesting problems for players to solve:
http://makethemplay.com/index.php/2018/05/28/how-to-create-interesting-problems-in-your-board-game/
Green Box of Games Design Contest
Design a game using the Green Box of Games game system
Deadline: July 1, 2018
Prize: one free physical copy of the Green Box of Games
https://boardgamegeek.com/thread/1999234/summer-2018-green-box-games-design-contest
How to decide which pieces of playtester feedback to act on--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1999372/dealing-feedback-how-do-you-decide-when-listen-and
2018 Wibbell++ Design Contest
Make a game using the Wibbell++ deck
Deadline: Aug. 1, 2018
https://boardgamegeek.com/blogpost/77179/wibbell-competition-2018-announcement
A discussion about how catch-up mechanisms work in games (audio):
http://www.pgipodcast.com/blog/catch-up-mechanics-joseph-chen/
Four types of randomness, and which one is best-suited for a highly strategic game:
http://keithburgun.net/three-types-of-bad-randomness-and-one-good-one/
How to take a licensed property and turn it into a board game:
How games are categorized, and how that can help designers (audio):
http://ludology.libsyn.com/ludology-episode-176-taxonomy-driver
How to take feedback from design contests (audio):
http://www.boardgamedesignlab.com/bonus-daniel-fremgen-on-receiving-feedback-from-a-design-contest/
Finding time to design while working a full-time job--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1996796/designing-full-time-job
How to improve public-domain artwork for your game:
How uncertainty in a game "without luck" can feel a lot like luck:
http://www.kindfortress.com/2018/05/22/design-pattern-leveraging-luck/
“Your first game design should be a project that you are able to count the number of components, art, and rules on your hand. That way you can ensure yourself that it will be done.”
Thoughts on the role of actions in board games:
HABA USA Game Design Contest
Use random components to design a family game. Only 200 design kits are available.
Submission deadline: July 20, 2018
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/