“As a designer play your game a ton. Then have your friends do the same. Then strangers. Take in all the data, iterate and repeat. There is no shortcut, and skimping in this process really shows long term.”
Notes on “perpendicular constraints” in cooperative games, or game systems that pull players from their core mission:
http://www.kindfortress.com/2019/11/29/design-patterns-perpendicular-constraints/
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/
