If a game isn’t “groundbreaking,” is it worth working on? A Twitter board game design discussion:
Takeaways from a Protospiel playtesting event:
https://twitter.com/fairway3games/status/1186703497544323072
Tips for making a pitch video:
https://buttonshygames.com/blogs/news-1/18-card-challenge-lights-camera-action
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
