Ideas aren't worthless: the important role they play in making a game:
https://boardgamegeek.com/blogpost/79032/ideas-are-important
Tips & Resources for Board Game Designers
Ideas aren't worthless: the important role they play in making a game:
https://boardgamegeek.com/blogpost/79032/ideas-are-important
The "magic circle" and its role in a game design:
https://remptongames.com/2018/07/14/welcome-to-the-magic-circle/
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):