You don’t need to have a deep store of knowledge to be a game designer. In fact, not having it might even make for more interesting and innovative designs.
— Tom and Mary Russell

Cardboard Edison’s Favorite Tips & Resources - September 2018

In this month's roundup of great board game design links, we have in-depth looks at some game mechanics, advice for writing clearer rulebooks, advice for operating in the industry, and more.

featured:

theory:

rules:

industry:

process:


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ADVISERS: Rob Greanias, Peter C. Hayward, Aaron Vanderbeek

SENIOR INVENTORS: Steven Cole (Escape Velocity Games), John du Bois, Chris and Kathy Keane (The Drs. Keane), Joshua J. Mills, Marcel Perro, Behrooz "Bez" Shahriari, Shoot Again Games

JUNIOR INVENTORS: Ryan Abrams, Joshua Buergel, Luis Lara, Neil Roberts, Jay Treat

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Adrienne Ezell, Marcus Howell, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Mike Sette, S GO Explore, Matt Wolfe

APPRENTICES: Cardboard Fortress Games, Kiva Fecteau, Guz Forster, Scott Gottreu, Aaron Lim, Scott Martel Jr., James Meyers, The Nerd Nighters, Matthew Nguyen, Marcus Ross, Rosco Schock, VickieGames, Lock Watson, White Wizard Games

Nothing within a game stands on its own. You can change one bit and get a better outcome in one element of the game, but it’s going to influence other parts as well. Sometimes you can predict this, but often you need to test to see it happening.
— Bastiaan Reinink
When playtesting, players will suggest new concepts. Each desire is underlied by a problem they have in-game (a frustration unanswered) to which they are providing a solution. If enough people are have the same problem, that’s what you should fix.
— @PHXCovenant