“A cardinal rule I have for rulebooks: Include sample play/turns. Have those turns include every type of card and common rules interaction.”
— John du Bois
“It’s conventional wisdom by now that you have to market your games to get anywhere, but there’s one little chestnut of wisdom that seems not to be said enough: It all starts with the game. If your game isn’t right for a specific set of gamers, none of that marketing matters.”
— Brandon Rollins
“Try to finish your projects. Even if it’s a game you’ll never show to anyone, even if you yourself consider it horrible, try to finish it for the sake of finishing. You’ll learn a lot in the process, which in turn might make your next game better.”
— Matthew Dunstan
“You know what I want in rule book? A brief overview. It doesn’t make sense to me to read what you do each step if I don’t know what the ‘story’ is. It’s like having a bunch of ingredients & going through all the steps & finding out at the end what dish you’re making.”
— @ellalovesbg
“After designing ‘special powers’ for many games, I’ve learned that 90 percent of all special powers you’ll come up with are stupid and bad. If you’re not on at least your fourth draft, you haven’t put enough time in.”
— Jon Perry