Instead of making a balanced game, why not make a “balanced on average” game? Not convinced? They’re more common than you might think:
Breaking the mold and becoming successful on Patreon and in publishing (audio)
http://www.buildingthegamepodcast.com/episode-457-the-patron-saint-of-punk-rock-games/
Why a publisher might reject even a good game because they’re “just not feeling it”:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/just-not-feeling-it
A short thread on why it’s important to focus on your game’s “core loop”:
https://twitter.com/PlayJellybean/status/1367916233853648898
What’s the best way to prototype custom dice? A Twitter board game designers discussion:
https://twitter.com/playnyctophobia/status/1365884829590519808
A step-by-step guide to creating and running a Facebook group for your board game:
https://crowdfundingnerds.com/board-game-facebook-group-guide/
Some common goals you might have for a given playtest, and questions to ask to get the feedback you need for it:
http://www.weirdgiraffegames.com/carla/wordpress/2021/02/25/playtesting-goals/
Board game designers share the lessons they learned from their early designs:
https://boardgamegeek.com/thread/2607423/lessons-your-first-designs
A look at the different ways that games occupy players’ attention:
http://www.phantomknightgames.com/news/board-games-and-the-attention-economy/
The importance of game design contests (audio)
https://tenminutedesignchat.podbean.com/e/episode-3-contests/