Five questions to help you get at what playtesters really think about your game:
https://subsurfacegames.ca/2020/02/04/my-go-to-questions-to-playtesters/
Tips & Resources for Board Game Designers
Five questions to help you get at what playtesters really think about your game:
https://subsurfacegames.ca/2020/02/04/my-go-to-questions-to-playtesters/
Glossary of terms related to playing cards and card games:
https://playingcarddecks.com/blogs/all-in/terms-you-should-know-about-playing-cards-and-card-games
Industry figures weigh in on how electronic components can be used in board games:
Thoughts on various methods of choosing a start player:
https://boardgamegeek.com/blogpost/99956/starting-conditions-attempt-break-down
What attributes make a civ game feel like a civ game?
“Even if a project is abandoned, the time you spent working on it was never wasted. The lessons learned help you hone your skills.”
Play styles can have a big effect on what happens at a table, here is a quick rundown of some different kinds (audio)
tabletopgamesblog.com/2020/01/28/play-styles-topic-discussion/
How to estimate shipping costs and how that affects the cost of a game (audio):
http://ninjavspirates.libsyn.com/who-what-why-s21e08-shipping-charged-after-podcast-episode
An example of a preliminary pitch letter to a publisher:
Keith Matejka of Thunderworks Games on world-building, staying on track with a project, pushing through after the initial spark, and more. (Meeple Syrup, video)
An overview of several board game design contests and where to find more (video)
Tips for identifying the “core” of your game and strengthening it during playtesting:
https://boardgamedesigncourse.com/getting-to-the-core-of-your-game/
“Geoff’s Law: Your game is more complicated than you think it is, even when you take into account Geoff’s Law.”
Notes on the importance of setup and teardown times:
https://boardgamegeek.com/blogpost/99739/industrial-musings-part-v-importance-setuptear-dow
Lessons from Spirit Island for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-spirit-island-for-aspiring-board-game-designers/
“Every designer can talk about their own games for hours – instead, be the designer that listens.”
“Pay attention to point differentials and their psychological impact. In a zero sum game, you losing 1 point is the same as your opponent gaining 1 point. The latter feels more fair, though.”
What it takes to maintain a full-time job as a freelance board game designer:
https://subsurfacegames.ca/2020/01/17/on-the-viability-of-game-design-as-a-full-time-job/
“Being part of a design community is about investing in the success of that community. Be giving of your time and talents.”
“‘I don’t want to submit my game til it looks nice’
I have literally received a prototype in a macaroni cheese box. I’ve watched pitches where the bits were simply sharpie drawings on the backs of used printer paper. Don’t let perfection get in the way of your design’s progress!!”