Pitching: how to get in front of a board game publisher and how to get them interested in your game (video)
Various ways of measuring a game’s accessibility and inclusiveness:
https://stonemaiergames.com/how-do-you-measure-accessibility/
How to develop more interesting goals for players’ characters, leading to more memorable characters and tighter thematic-mechanical integration:
https://shippboardgames.blogspot.com/2022/01/characters-with-agendas.html
Lots of board game designers discuss working with a co-designer: tips for finding them and working with them:
http://www.weirdgiraffegames.com/carla/wordpress/2022/01/03/guest-post-codesigners/
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/
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
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
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
