The essentials of what should be on your sell sheet:
https://mrbossdesign.blogspot.com/2019/04/the-importance-of-sell-sheets.html
Tips & Resources for Board Game Designers
The essentials of what should be on your sell sheet:
https://mrbossdesign.blogspot.com/2019/04/the-importance-of-sell-sheets.html
“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.”
“At some point, you’ll hate your own game. Keep testing through that valley – but be willing to shelve it.”
“If a game engaged testers, they’ll usually have a lot to say afterward. Worry when they are quiet, not critical.”
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
“Making players responsible for rules enforcement can test easily forgotten or fiddly rules in your #gamedesign”
How to get your foot in the board game industry:
“At conventions, having multiple games at different weights / times / player counts helps keep your table full.”
Important terms and numbers to know in board game publishing:
Things to consider if you are planning your first Kickstarter (audio):
How one person turned their hobby into their career (audio):
How a multi-employee publisher rolls out a new game:
https://level99games.tumblr.com/post/184209278066/stages-of-a-games-lifecycle
“You can’t sit around waiting for inspiration to happen. Certain parts of the creative process involve moments of epiphany, but most of the hard work is gluing your creation together with consistent development.”
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/
“At the end of the day you can do as much theorizing in your head as you want, but the players are where the rubber meets the road. No matter how much you like something, if the players have an issue it is your job to figure out why, and to correct it.”
A look at trends in the industry from one of its top leaders (audio):