“After the initial stages of your design, 1 test with strangers is worth a dozen games against your codesigner / with your design team.”
Lessons for board game designers from escape rooms:
https://brandonthegamedev.com/6-reasons-escape-rooms-will-make-you-a-better-board-game-designer/
What makes board game box art both beautiful and functional:
https://brandonthegamedev.com/how-to-make-a-beautiful-board-game-box/
Three simple (but not obvious) tips on playtesting:
https://mojo-nation.com/three-simple-not-obvious-tips-playtesting/
A look at games such as roll-and-writes where all players make use of the same random results:
http://www.kindfortress.com/2019/11/18/design-patterns-random-reactions/
Shelves are small: Ways you can decrease the size and component count of your game:
http://www.phantasiogames.net/2019/11/shelves-are-small.html
How to figure out what’s working in your game, and what isn’t:
https://boardgamedesigncourse.com/how-to-figure-out-whats-working-in-your-game-and-whats-not/
Social issues in game design (audio)
http://www.buildingthegamepodcast.com/2019/11/17/episode-390-social-issues-and-carnival-games/
Considering innovative game design as innovative scoring design:
https://boardgamegeek.com/blogpost/96968/winning-game-design-designing-winning
When offering more decisions to players is bad:
https://remptongames.com/2019/11/16/designing-interesting-decisions-in-games-and-when-not-to/
Musings on hex grids and the poetry of game design:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/the-rhythm-of-hexes-1
Ways of extending a game that’s too short:
https://twitter.com/peterchayward/status/1194679376710897664
