“Find out what the most fun part of your game is and make sure your players spend the most time doing that. Enough folks have been dumbstruck by that advice that I repeat it often.”
How to deal with rejection from publishers, playtesters, or contest judges:
https://boardgamedesigncourse.com/dealing-with-rejection-and-using-this-to-make-your-game-better/
Four ways of vetting your game’s core ideas before jumping onto Kickstarter:
https://brandonthegamedev.com/4-ways-to-vet-your-board-game-before-launching-a-kickstarter/
Notes on solo-testing your design:
https://twitter.com/peterchayward/status/1119684600039481344
Designers discuss how to make their game more accessible to more players:
http://design100.org/12-accessibility/
Related:
http://jtreat.tumblr.com/post/184367319147/accessibility-approachability-and-axes-of
How a multi-employee publisher rolls out a new game:
https://level99games.tumblr.com/post/184209278066/stages-of-a-games-lifecycle
Two views of how to succeed after failing to fund a Kickstarter campaign:
https://stonemaiergames.com/try-try-try-again-how-to-fund-after-failing-twice-ks-lesson-265/
Examples of different tax systems that have been used in board games:
http://www.mechanics-and-meeples.com/2019/04/15/tax-taking-mechanics-in-games/
