Some really great insight on designing historical games (audio):
http://www.boardgamedesignlab.com/designing-historical-games-with-tom-butler/
Tips & Resources for Board Game Designers
Some really great insight on designing historical games (audio):
http://www.boardgamedesignlab.com/designing-historical-games-with-tom-butler/
A breakdown of some of the different aspects of your game that you should be testing at different stages:
https://twitter.com/sophisaurus_rex/status/1126420175622934529?s=20
“Ideally, you want people to play your game. Avoid mechanics that discourage people from playing your game (“skip a turn”, rewarding hoarding (instead of playing) action cards, “cancel” cards, player elimination). ”
Five ways to build a crowd for your game before launching a Kickstarter (audio):
http://theforbiddenlimb.libsyn.com/top-5-ways-to-build-a-crowd-for-your-game-ep-82
A list of techniques for creating Kickstarter stretch goals:
https://stonemaiergames.com/the-current-state-of-stretch-goals-2019/
“Don’t confuse volume of playtesting with quality of testing. That said, you should test more.”
What to do during and after a playtest that falls apart:
https://boardgamedesigncourse.com/how-to-bounce-back-after-a-bad-playtest/
What to consider and what to ignore when designing for a certain play experience:
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.”