7 lessons from Monopoly for aspiring board game designers:
https://brandonthegamedev.com/7-lessons-from-monopoly-for-aspiring-board-game-designers/
Tips & Resources for Board Game Designers
7 lessons from Monopoly for aspiring board game designers:
https://brandonthegamedev.com/7-lessons-from-monopoly-for-aspiring-board-game-designers/
“Examine your games from every possible angle and edit the rules repeatedly. You want the end result to be as polished and flawless as possible. The time spent doing it can turn a ‘meh’ average game into one with staying power and longer lifespan.”
Board games that evoke emotional reactions—a Twitter board game design discussion:
https://twitter.com/erik_a_sunden/status/1244033981529587712
10 things anyone can do to become a better board game designer (video)
A few words in praise of games that are hard to play well:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/the-game-plays-you
Two ways of designing a board game based on an existing intellectual property (audio):
How to design a COIN wargame (video)
Designing board games to be played over video conference:
http://mrbossdesign.blogspot.com/2020/03/designing-games-for-video-conferencing.html
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)