“Every game designer has dozens (if not hundreds) of ideas, and I bet every designer has several perfectly functional designs. The ability to look at all of those functional designs, pick only the best one, and make it 10x better is something that takes dedication, patience, and humility.”
The basics of blind playtesting:
https://boardgamedesigncourse.com/blind-playtesting-your-game/
How designers split their time between prototypes and just-for-fun play—a Twitter discussion:
https://twitter.com/tableflipsyou/status/1206366981865328640
Statistics for what makes an “evergreen” game:
https://stonemaiergames.com/the-magic-formula-for-publishing-an-evergreen-tabletop-game/
Instagram strategies for board game publishers:
https://stonemaiergames.com/20-instagram-strategies-and-my-recommendations/
Convention strategies for board game publishers:
https://www.alderac.com/2019/12/12/unconventional-convention-thoughts/
Game designers share which software tools they use to make prototypes:
https://boardgamegeek.com/thread/2328726/what-software-are-you-using-making-proto-cards-pla
How to form good game-design habits:
http://www.justingary.com/how-to-10x-your-game-design-abilities/
How to create a killer board game media kit, with a checklist:
https://www.meeplemountain.com/articles/how-to-create-a-killer-board-game-media-kit/
Advice on shipping, logistics, and saving money by a warehouse owner (audio)
http://www.boardgamedesignlab.com/fulfillment-shipping-and-logistics-with-toby-truman/
Step-by-step instructions for getting feedback from playtesters:
https://boardgamedesigncourse.com/getting-good-feedback-and-what-to-do-with-it/
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/
