Characteristics of effective catch-up mechanics:
https://www.3dtotalgames.com/the-paradox-of-catch-up-mechanics/
Tips & Resources for Board Game Designers
Characteristics of effective catch-up mechanics:
https://www.3dtotalgames.com/the-paradox-of-catch-up-mechanics/
Designing light games and filler games (audio):
http://www.boardgamedesignlab.com/designing-light-games-with-carla-kopp/
A discussion of the development process and working with an IP-based game (audio):
“I cannot stress enough that if you are a first time designer you should try to start small & simple rather than big & complicated. Larger designs have many interacting systems that are much harder to design, troubleshoot, & playtest. Then try something bigger after.”
“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.”
“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.”
A board game idea generator focused on accessibility:
Things to consider when setting a price for your game:
“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.”
A board game critic’s view of what makes a game memorable (video)
Tips for getting a design from idea to published—concept, testing, pitching and more (audio):
http://breakingintoboardgames.libsyn.com/breaking-into-board-games-episode-78-alice-davis
Using components in innovative ways (audio):
http://www.boardgamedesignlab.com/innovative-uses-of-game-components-with-julio-nazario/
2018 Mint Tin Design Contest
Design a game that can fit inside a mint tin
Deadline: Jan. 11, 2019
Prizes: GeekGold
https://boardgamegeek.com/thread/2074640/2018-mint-tin-design-contest
Ways games can be designed to prevent players’ analysis paralysis (audio):
http://theforbiddenlimb.libsyn.com/designing-around-analysis-paralysis-ep-73
“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.”
How to make a budget for a Kickstarter board game project (video)
A discussion of “soft” and “hard” incentives in game design (audio):
Advice for developing a middle-weight euro-style game that sticks around:
http://sedjtroll.blogspot.com/2018/10/games-are-more-than-main-mechanism.html
Lots of links to useful prototyping resources:
Thoughts and approaches to working on an asymmetric game design (video)