Five ways that games can change during the course of play:
http://makethemplay.com/index.php/2018/07/16/5-ways-of-changing-gameplay-in-your-board-game-design/
Tips & Resources for Board Game Designers
Five ways that games can change during the course of play:
http://makethemplay.com/index.php/2018/07/16/5-ways-of-changing-gameplay-in-your-board-game-design/
2019 Hippodice Competition
Deadline: Oct. 6, 2018
https://hippodice-competition.net/en/info-participation/dates-and-short-info/
Tips for writing a press release about your board game:
http://brandonthegamedev.com/why-how-to-make-press-releases-for-your-board-game/
How to remain encouraged after getting a "no" from a publisher:
http://www.hoopcatgames.com/blog/encouragement-after-hearing-no-no-no-no-no-yes-part-4
On the dangers of chasing a game-design fad:
https://twitter.com/KevinWilson42/status/1018693077005987840
Answers to a wide range of questions about playtesting (video)
Designing games for four different kinds of players and the experience that connects with each type (video)
“Asking whether to design a game theme-first or mechanics-first is like asking whether to paint with red paint first or black.”
“What you choose to leave out of your design is as important as what you put in - if not more so. Simplify.”
Board game design history: the origins of common mechanisms and genres:
https://opinionatedgamers.com/2018/07/09/the-innovators-mechanical-innovations-part-1/
https://opinionatedgamers.com/2018/07/10/the-innovators-mechanical-innovations-part-2/
https://opinionatedgamers.com/2018/07/11/the-innovators-new-genres/
“Publishers will say “no” to fun, great games for various reasons. If you have a fun, great game (and thoroughly publicly play-tested!), persist until you find that right publisher match.”
Designing games to bring out players' emotions (audio):
http://www.buildingthegamepodcast.com/2018/07/08/episode-319-carol-mertz-and-emotion-first-design/
Eric Lang's best advice for board game designers (audio):
“Always try it at higher and lower player counts. Your expectation of downtime for 5 or 6 might just be straight up wrong.”
Exercises and activities you can do to be more creative (audio):
“The quality of the components is part of the game experience. People aren’t wrong to enjoy games more when they have great components.”
Tips for writing your first email to a publisher who you'd like to pitch:
https://twitter.com/WeirdGiraffes/status/1016315380690800640
How developers have to walk a fine line between publisher needs and designer desires (audio):
How to find the right scoring mechanism for a game design (audio):
In this month's roundup of excellent board game design links and quotes, we have discussions about some fundamental questions in game design, references for making your game look good, playtesting advice worth remembering, and more.
theory:
process:
prototyping:
playtesting:
publishing:
industry:
Cardboard Edison is supported by our patrons on Patreon.
ADVISERS: Rob Greanias, Aaron Vanderbeek
SENIOR INVENTORS: Steven Cole, John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz Shahriari, Shoot Again Games
JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Aidan Short, Jay Treat
ASSOCIATES: Stephen B Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Samuel Lees, Doug Levandowski, Nathan Miller, Neil Roberts, Mike Sette, Matt Wolfe
APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, Tony Miller, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Rosco Schock, VickieGames, Lock Watson, White Wizard Games