“Ask other designers about the tools and methods they use to make their games, even if you’re happy with your own processes. Then actually test out their way of doing things. Saving large amounts of time and stress is good for creativity! ”
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 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 uncertainty in a game "without luck" can feel a lot like luck:
http://www.kindfortress.com/2018/05/22/design-pattern-leveraging-luck/
