The more I create, the more I develop the skill of persistence. I see people “give up” so easily, convinced that a problem is unsolvable, resigning themselves to a flaw in their work that they see as unavoidable. With very rare exceptions, there’s ALWAYS a solution. Find it.
— Peter C. Hayward
You’re going to have bad playtests, bad feedback, lack of solutions to problems, and especially lack of time. Take feedback for what it is and try something different. Most importantly: Don’t stop trying.
— Lock Watson
Theme can inspire game design, but you have to be sure it doesn’t tie your hands. During development, you might discover that you need to alter a mechanism to make the game better. It’s hard to make that change if it goes against the theme.
— Vladimír Suchý
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:


Cardboard Edison is supported by our patrons on Patreon.

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