How the day of the week a Kickstarter campaign is launched affects its outcome:
https://stonemaiergames.com/the-profound-impact-of-launch-day-timing-on-kickstarter/
Tips & Resources for Board Game Designers
How the day of the week a Kickstarter campaign is launched affects its outcome:
https://stonemaiergames.com/the-profound-impact-of-launch-day-timing-on-kickstarter/
Board game designers on how they know when a game is “done”:
“Ignore all tips for ‘getting started in game design.’ Make what you think you want, fail a lot, learn to be motivated by embarrassment, and don’t be afraid to drop it if pain exceeds pleasure beyond your threshold.”
Advice on a wide range of Kickstarter-related questions, from posting updates and dealing with slumps, to fulfillment and failure:
https://level99games.tumblr.com/post/613132111004762112/brads-board-game-kickstarter-advice
Games with interesting tile- and token-drafting systems—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2390750/interesting-tiletoken-drafting-mechanics
Considering the ways certain players are fulfilled by games, and ways games can be designed to cater to them:
A thread second-guessing the common wisdom that “lose a turn” mechanics should always be avoided:
Some ways of speeding up auctions:
https://subsurfacegames.ca/2020/03/12/avoiding-the-count-up-auctions/
A look at the psychological and self-fulfillment needs that games satisfy:
In-depth discussion of several mechanics (audio):
How to enter a BoardGameGeek print-and-play game design contest (video)
Advice one designer wishes he had when working on his first game:
https://boardgamedesigncourse.com/advice-i-wish-i-had-when-i-was-working-on-my-first-game/
Tips for putting together a better “elevator pitch” for your game:
Ways families can get started in board game design (video)
“If your game has rounds, sometimes you can move some of the game setup procedure to round preparation procedures instead. This often prevents exceptions where a given rule applies to all rounds *except the first.*”
One way of letting players ramp up their abilities without it feeling like an illusion:
An overview of how to collect, interpret, and use playtesters’ feedback:
https://www.universityxp.com/blog/2020/2/26/applying-feedback
A look at one small publisher’s creative process, from concept through release:
http://rockmanorgames.com/2020/02/24/games-are-ready-when-theyre-ready/
How to solo test more designs than you ever thought possible: