Cardboard Edison
  • Cardboard Edison
  • Quad Squad Cobras Retail Rejects More Games Prototypes
  • Blog Industry Reports Tariffs Report Playtest Groups Virtual Tabletops Contests Podcast Interviews Game Design Checklist
  • Houdini's Last Act
  • Publisher Directory
  • Newsletter
  • Award
Cardboard Edison
  • Cardboard Edison/
  • Our Games/
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
    • Industry Reports
    • Tariffs Report
    • Playtest Groups
    • Virtual Tabletops
    • Contests
    • Podcast
    • Interviews
    • Game Design Checklist
  • Houdini's Last Act/
  • Publisher Directory/
  • Newsletter/
  • Award/
board+game+bits.jpg
Cardboard Edison

Game design & bright ideas for game designers

Bright Ideas

Tips & Resources for Board Game Designers

Cardboard Edison
  • Cardboard Edison/
  • Our Games/
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
    • Industry Reports
    • Tariffs Report
    • Playtest Groups
    • Virtual Tabletops
    • Contests
    • Podcast
    • Interviews
    • Game Design Checklist
  • Houdini's Last Act/
  • Publisher Directory/
  • Newsletter/
  • Award/
featured
theory
playtesting
prototyping
process
rules
licensing
publishing
industry
Bright Ideas RSS

Receive exclusive board game design tips and resources in your inbox by subscribing to our weekly Omnibus newsletter


November 15, 2019 November 15, 2019/ Cardboard Edison
“One question I try to always ask playtesters is ‘How well do you think the final scores represent your performance?’ It gets players talking about frustrations, strong moments, opacity, varied strategies, and misaligned incentives. The tone they use also represents engagement.”
— Jon Vallerand
November 15, 2019/ Cardboard Edison/
playtesting

Cardboard Edison

November 15, 2019 November 15, 2019/ Cardboard Edison

Ways of extending a game that’s too short:

https://twitter.com/peterchayward/status/1194679376710897664

November 15, 2019/ Cardboard Edison/
theory

Cardboard Edison

November 15, 2019 November 15, 2019/ Cardboard Edison

Math is hard: Why you should limit the amount of math players must do in your game:

http://www.phantasiogames.net/2019/11/math-is-hard.html

November 15, 2019/ Cardboard Edison/
theory

Cardboard Edison

November 12, 2019 November 12, 2019/ Cardboard Edison

Different ways that games can obscure who’s winning:

http://www.mechanics-and-meeples.com/2019/11/12/designing-for-loss-part-one-obscuring-the-loss/

November 12, 2019/ Cardboard Edison/
theory

Cardboard Edison

November 12, 2019 November 12, 2019/ Cardboard Edison

Time management tips everyone can use (audio):

http://www.boardgamedesignlab.com/time-management-and-getting-things-done-with-jason-brooks/

November 12, 2019/ Cardboard Edison/
podcasts, process

Cardboard Edison

November 12, 2019 November 12, 2019/ Cardboard Edison

Game designers share their methods for dealing with setbacks in a design:

https://design100.org/41-setbacks/

November 12, 2019/ Cardboard Edison/
process

Cardboard Edison

November 12, 2019 November 12, 2019/ Cardboard Edison

Success and failure with Kickstarter and how to learn from a failed project to find success again (audio):

https://www.buzzsprout.com/4646/1867234

November 12, 2019/ Cardboard Edison/
podcasts, publishing

Cardboard Edison

November 11, 2019 November 11, 2019/ Cardboard Edison

How to solo test your game, step by step:

https://boardgamedesigncourse.com/how-to-test-your-game-even-when-you-have-no-one-to-playtest-with/

November 11, 2019/ Cardboard Edison/
playtesting

Cardboard Edison

November 11, 2019 November 11, 2019/ Cardboard Edison

Four lessons from Paladins of the West Kingdom for aspiring board game designers:

https://brandonthegamedev.com/4-lessons-from-paladins-of-the-west-kingdom-for-aspiring-board-game-designers/

November 11, 2019/ Cardboard Edison/
theory, industry

Cardboard Edison

November 11, 2019 November 11, 2019/ Cardboard Edison
“Express extreme appreciation for negative feedback, so that testers learn they should always speak up about issues.”
— John Brieger
November 11, 2019/ Cardboard Edison/
playtesting

Cardboard Edison

November 10, 2019 November 10, 2019/ Cardboard Edison

Tips for what to do before you launch your next crowdfunding campaign (audio):

https://www.buzzsprout.com/4646/1679878

November 10, 2019/ Cardboard Edison/
podcasts, publishing

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison
“Don’t be afraid to show a #gamedesign that isn’t ready, be afraid you’ve shown too late to make significant changes.”
— John Brieger
November 07, 2019/ Cardboard Edison/
playtesting

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison
“Diversify your influences. I promise you that it’s immediately obvious if your only source of game design education comes from one book or one writer’s articles.”
— Eric Lang
November 07, 2019/ Cardboard Edison/
process

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison
“Ever playtest a game where it becomes clear the designer doesn’t really want critical feedback but just a pat on the back? Don’t be that person.”
— Jesse Catron
November 07, 2019/ Cardboard Edison/
playtesting

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison

Pointers for designing a light game:

https://twitter.com/peterchayward/status/1192128620434776064

November 07, 2019/ Cardboard Edison/
theory

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison
“Be part of a community of designers. You’ll learn just by talking through issues with other experienced people.”
— John Brieger
November 07, 2019/ Cardboard Edison/
process

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison

Reasons to use print on demand companies (audio):

http://www.buildingthegamepodcast.com/2019/11/03/episode-388-when-paul-bunyan-built-the-pnp-arcade/

November 07, 2019/ Cardboard Edison/
podcasts, industry, publishing

Cardboard Edison

November 07, 2019 November 07, 2019/ Cardboard Edison
“Play everything you can… The more you widen your knowledge of styles and mechanics, the easier you’ll come to see how to improve your developing game.”
— Andrew Harman
November 07, 2019/ Cardboard Edison/
process

Cardboard Edison

November 06, 2019 November 06, 2019/ Cardboard Edison

Things board game designers can learn from Root:

http://makethemplay.com/index.php/2019/11/06/learning-board-game-design-from-root/

November 06, 2019/ Cardboard Edison/
theory

Cardboard Edison

November 05, 2019 November 05, 2019/ Cardboard Edison

How to make the most of players’ time:

http://www.phantasiogames.net/2019/11/time-is-precious.html

November 05, 2019/ Cardboard Edison/
theory

Cardboard Edison

  • Previous
  • Next

2026 Cardboard Edison Supporters:

Alley Cat Games
Back Office by Naylor Games