Tips for finding and making maps for your prototype:
https://boardgamegeek.com/thread/2167787/where-best-place-get-maps
Tips & Resources for Board Game Designers
Tips for finding and making maps for your prototype:
https://boardgamegeek.com/thread/2167787/where-best-place-get-maps
Designing a game with a serious or sensitive theme—a BoardGameGeek designers forum discussion:
Tips for getting past the conceptual stage of game design and into actually designing the game:
https://boardgamegeek.com/thread/2167091/getting-past-conceptual-stage-game-design
“A question I ask routinely in early tests: ‘Is there anything you wanted to do in this game that you couldn’t?’”
2019 BostonFIG Tabletop Showcase
Deadline: April 15, 2019
Answers to a young game designer’s questions:
https://streamlinedgaming.com/3-questions-from-a-young-aspiring-game-designer/
How incentives can change player behavior:
https://remptongames.com/2019/03/09/game-design-in-real-life-playing-with-incentives/
“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.”
Notes on building a business making board games:
https://brandonthegamedev.com/dont-just-build-a-board-game-build-a-business/
A co-creator of Exploding Kittens discusses fostering a community on Kickstarter:
A list of board game design advice you should never follow:
Board game designers discuss the various places where they get inspiration:
“Playtesters are people, not just a data input to your #gamedesign. Recognize that and treat them well.”
“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.”
“Build a crowd BEFORE you launch. You and your game are the cultivator, best practices are the converter. Don’t get that backwards.”
Thoughts on the importance of catch-up mechanics:
A short list of what to include in a sell sheet:
https://twitter.com/WeirdGiraffes/status/1104032904349470721
Notes on the importance of proofreading your rulebook:
“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.”
Reasons theme is important in your prototype (audio):
http://theforbiddenlimb.libsyn.com/reasons-to-theme-your-prototype-ep-78