A deep discussion on the various steps it takes to make and sell a board 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
