“If you attend a group regularly, you might get more of your stuff tested on some days, but it should balance out in the end. People will be much more supportive and friendly to you if they feel you are doing your fair share!”
Lots of advice for making sell sheets: who they’re for, what should be in them, how they should be arranged, and more:
http://makethemplay.com/index.php/2019/10/23/creating-a-sell-sheet-for-your-board-game/
Tips for staying prepared and keeping cool for a pitch to a publisher:
https://boardgamedesigncourse.com/how-to-demo-your-game-without-turning-into-a-bundle-of-nerves/
A discussion about the “six zones of play”—the physical areas where a game’s information is held. (Ludology, audio)
http://ludology.libsyn.com/ludology-209-the-6-zones-of-play
Counterpoint: A counterargument to Ludology’s conclusions about the theory’s lessons for designers. (BGG)
https://boardgamegeek.com/blogpost/95054/6-or-7-zones-play-design-implications
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
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
