Lots of pointers for designing solo modes for board games:
https://virtualplaytesting.com/2020/10/gaming-for-one-designing-solo-modes-with-david-digby/
Tips & Resources for Board Game Designers
Lots of pointers for designing solo modes for board games:
https://virtualplaytesting.com/2020/10/gaming-for-one-designing-solo-modes-with-david-digby/
German board game designers association SAZ makes its model license agreement public:
Rob Daviau discusses coming up with a catchy pitch, knowing what the core of your game is, designing legacy games, and more (audio):
https://www.thinklikeagamedesigner.com/podcast/2019/11/14/think-like-a-game-designer-23-rob-daviau
An introduction to the basics of board game design and publishing:
What are programming games?
https://www.thedarkimp.com/blog/2021/01/14/what-is-a-programming-game/
Self-publishing wargames: tips for making files, laying out graphics, and distributing the game (video)
“Reminder: good, clear rule books are the difference between people playing your game and instantly loving it or getting fed up and shoving it back on a shelf.”
Lots of tips for getting past design blocks:
What’s important when coming up with a name for a board game? A BoardGameGeek designers forum discussion:
What characteristics are shared by games that non-hobbyists consider the “best” games?
https://mrbossdesign.blogspot.com/2021/01/the-best-board-games-of-all-time.html
“Green flags”: signs that a publisher or other professional is good to work with—a Twitter board game designers discussion:
Staying organized in board game design: taking notes, juggling multiple projects, co-designing, and more:
How to find or make boxes for holding your prototypes—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2571927/empty-box-prototype
Tips for scheduling out your time before, during, and after a Kickstarter campaign:
https://boardgamedesigncourse.com/kickstarter-board-game-planning-wrap-up/
“Someone will find the shortcuts and exploits in your game that you didn’t expect. And people will do what it takes to win, even if it isn’t fun.”
“Game Design 101: if you’re starting out, don’t worry about processes, techniques or publishing. Just. Design. Games.”
Designing games for the mass market (audio)
What do “interrupts” bring to turn-based games? A BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2569993/what-do-interrupts-bring-turn-based-games
Best practices for pitching your game to publishers—a Twitter board game designers discussion:
The “acquire, build, score” framework for looking at game designs:
https://doriadar.medium.com/abs-the-formula-for-building-games-about-building-9f4fb8ce6396