A question I ask routinely in early tests: ‘Is there anything you wanted to do in this game that you couldn’t?’
— John Brieger
Don’t sit on one game for too long. Try to design a lot of games early on. Figure out what sort of games you like to play and design. It’s very rare that your first game will be a breakout hit.
— Shem Phillips
Playtesters are people, not just a data input to your #gamedesign. Recognize that and treat them well.
— John Brieger
Remember to take breaks from your concepts/prototypes so that you can approach them with fresh eyes. Time to detox lets you take on your work as a new(ish) player would, versus someone that just designed that rule/mechanic. Perspective is everything.
— Phoenix Covenant
Build a crowd BEFORE you launch. You and your game are the cultivator, best practices are the converter. Don’t get that backwards.
— Daniel Zayas
Remember card game designers, your game is better when the abilities evoke your theme. It’s not just clever, it makes the game easier to learn and play.
— T.C. Petty III

Cardboard Edison's Favorite Tips & Resources - February 2019

This month, our roundup of favorite board game design links and quotes includes counterintuitive tips, deep thoughts that are worth thinking about, advice for working in the industry, and more.

theory:

process:

industry:

publishing:


Cardboard Edison is supported by our patrons on Patreon.

ADVISERS: Rob Greanias, Peter C. Hayward, Justin Gibbs, Robin Kay

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

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

ASSOCIATES: Dark Forest Project, Stephen B. Davies, Thiago Jabuonski, Doug Levandowski, Nathan Miller, Matt Wolfe