Rules are bad: Why you should generally try to have fewer rules in your game:
Four lessons from Everdell for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-everdell-for-aspiring-board-game-designers/
Tips for starting a playtest event (audio):
http://thegamecrafter.libsyn.com/starting-a-playtest-event-with-the-game-crafter-episode-209
Tips for novice and advanced social media users to help you gain a following (audio):
http://thegamecrafter.libsyn.com/using-social-media-with-the-game-crafter-episode-213
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
