Ways of keeping players involved even at high player counts:
https://boardgamegeek.com/thread/2290509/keeping-players-involved-high-player-count
Tips & Resources for Board Game Designers
Ways of keeping players involved even at high player counts:
https://boardgamegeek.com/thread/2290509/keeping-players-involved-high-player-count
What it’s like working as a full-time freelance board game designer:
Things to remember about termination clauses in game licensing contracts:
https://www.thegameaisle.com/chitag-white-paper-termination/
Notes on the value of playtesting done right:
https://twitter.com/sophisaurus_rex/status/1181173931379757057
“Don’t be afraid of big changes at each iteration during early tests. Most board games can’t be A/B tested to completion.”
How designers approach promoting their games:
Price is a major consideration when players decide whether to buy a game or not; here is a discussion on many factors regarding cost (audio):
http://thegamecrafter.libsyn.com/pricing-your-game-at-the-game-crafter-episode-207
“The best thing you can possibly do to catch a judge’s attention in a design contest is to do something that they haven’t seen before. If your plan is ‘I will do [standard recipe] better than anyone else’, it has to be orders of magnitude better in order to stand out.”
Four lessons from Twilight Imperium for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-twilight-imperium-for-aspiring-board-game-designers/
How games can be designed to be more engaging for different types of player groups:
“If you don’t enjoy it it’s always going to be a challenge convincing anyone else.”
Tips for getting the most out of a playtest:
https://gnomestew.com/how-to-get-the-most-out-of-playtesting/
“Don’t forget a card key in your rulebook. Telling me to shuffle something doesn’t help if I can’t figure out what that something is!”
“Your ability to recognize weak parts of a design develops faster than your ability to fix them. Keep pushing.”
“To be played many times a game needs to show at least a glimmer of its shine in the first game, perhaps even in the very first couple of actions.”
A guide to abstract strategy games:
https://www.nickbentley.games/abstract-strategy-games-online-guide/
The difference between options and true decisions in a game:
https://boardgamegeek.com/blogpost/94554/options-vs-decisions
Ways of getting past an obstacle that’s blocking your design’s progress:
How to effectively use the theme of time travel in a game:
https://recordedtomorrow.podbean.com/e/episode-8-time-travel-in-games/
“First versions of games are great for including everything you want. It gives you more raw material to start from, so you can take more away on your way to the final version.”