Four lessons for aspiring designers from Dinosaur Island:
https://brandonthegamedev.com/4-lessons-from-dinosaur-island-for-aspiring-board-game-designers/
Tips & Resources for Board Game Designers
Four lessons for aspiring designers from Dinosaur Island:
https://brandonthegamedev.com/4-lessons-from-dinosaur-island-for-aspiring-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/