“One of the best things you can do as a designer, beyond simply finding a publisher who likes your idea, is to find one who has an actual opinion about how to improve it and fashion it into the right game for the right market.”
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
