Common pitfalls that new board game designers often fall into—and how to avoid them:
http://www.weirdgiraffegames.com/carla/wordpress/2021/12/27/common-designer-pitfalls/
Tips & Resources for Board Game Designers
Common pitfalls that new board game designers often fall into—and how to avoid them:
http://www.weirdgiraffegames.com/carla/wordpress/2021/12/27/common-designer-pitfalls/
Rare game mechanics: rondels, hidden actions, error handling, alliances, joint victories, information economy, and more (video)
“Heuristics for creating best-of-breed game rulebooks:
• blind playtest a TON
• test with folks who don’t read rules or play games
• be in the room, observing each test
• treat layout, pictures, and words as one unified piece of exposition”
Thoughts on games whose themes cause discomfort, and how that’s different from themes that cause offense:
https://shippboardgames.blogspot.com/2021/12/discomfort-vs-offense.html
A deep dive into movement mechanics in board games (video)
Tips for putting together a print-and-play of your game and making it available to Kickstarter backers:
https://boardgamedesigncourse.com/create-and-provide-pnp-files-if-offered/
Using another player’s stuff in a game can feel cooperative or antagonistic—here are how various titles create different vibes in such situations:
https://boardgamegeek.com/blogpost/126294/using-other-peoples-stuff
Board game retailers discuss what designers and publishers need to know going into 2022 (video)
A short thread on when to capitalize terms in rulebooks:
https://twitter.com/lackingceremony/status/1473099353153699842?s=11
Procedural generation in board games: how various titles have tackled a task that’s much more easily handled by computers:
https://www.getrevue.co/profile/gengelstein/issues/gametek-12-generation-p-904023
How intellectual-property rights work in different parts of the board game industry: patents, copyrights, trademarks, legal agreements, and more (video)
Board game industry veterans answer common questions that new designers are often too afraid to ask, about pitching, rejection, ideas getting stolen, and more (video)
How some games create interesting decisions through “dualities” that tie two different considerations together:
https://boardgamegeek.com/blogpost/126078/dualities-core-gameplay-loops-tough-accessible-dec
This simple Excel template lets you easily create and print basic cards for a prototype:
https://roboticduckdesigns.com/2021/12/12/design-tool-printable-card-design-spreadsheet/
How to go about handling a difficult topic in a game design—engaging with a thorny subject without endorsing it:
https://twitter.com/AmabelHolland/status/1470612806273806341
Some ways that board games can make use of “entangled decisions” to create even more interesting choices for players:
http://sedjtroll.blogspot.com/2021/12/entangled-decisions.html
The ultimate guide to cardstock: card dimensions, cores, weight and thickness, finish, borders, and more (video)
How many choices should a game have? Thoughts on when more or fewer choices would be appropriate:
A way of thinking about different types of randomness, and how safe or risky they are to use in a game design:
How to understand all the common passages and boilerplate language you might see in a typical contract in the board game industry (video)