Ways in which a game’s thematic setting can be expressed more deeply through its mechanics:
https://shippboardgames.blogspot.com/2022/06/on-setting.html
Tips & Resources for Board Game Designers
Ways in which a game’s thematic setting can be expressed more deeply through its mechanics:
https://shippboardgames.blogspot.com/2022/06/on-setting.html
Building onto a board game brand: What works when creating an expansion or sequel?
https://boardgamegeek.com/blogpost/133388/variations-theme-what-works-and-what-doesnt
Fulfilling a board game project yourself vs. hiring a fulfillment company to do it for you:
https://bagamesco.com/fulfillment-real-life-engine-building-game/
Three types of games that tend to not do well on crowdfunding sites:
https://boardgamedesigncourse.com/3-reasons-why-your-game-may-not-be-a-good-fit-for-kickstarter/
Making the case for a strong focus on the player’s experience when designing, marketing, and discussing board games:
Steps for balancing a board game:
https://www.getrevue.co/profile/gengelstein/issues/gametek-17-mathematical-balancing-1201986
Stock-holding games: what they are, common features of them, and examples of the genre (audio):
https://anchor.fm/cardboardmechanics/episodes/Episode-8---Take-Stock-e1k2lic
How to use restrictions in your game the right way: when tighter or looser restrictions are more appropriate:
https://boardgamedesigncourse.com/applying-restrictions-in-your-game-the-right-way/
An independent board game designer and publisher’s top tips for designers learning about the process of making games (audio):
https://boardgamedesignlab.com/our-best-game-design-advice-with-peter-c-hayward/
Variable turn order mechanisms—a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/2882939/variable-turn-order-mechanisms
Why your game would benefit from a strong “central thematic metaphor”:
https://shippboardgames.blogspot.com/2022/06/central-thematic-metaphors.html
Ways of surprising players in a game, and when you might want to:
When can board games make performing calculations part of the fun of playing?
https://thethoughtfulgamer.com/2022/06/10/when-why-is-calculation-fun/
Pointers for writing rulebooks for the purposes of playtesting, contests, and publisher evaluation:
https://shippboardgames.blogspot.com/2022/06/on-rulebooks.html
Tips and considerations for designing games based on real-world systems (audio):
https://boardgamedesignlab.com/designing-games-based-on-real-life-systems-with-ben-rosset/
Games that use 6-sided dice, and tips for making prototype designs that use them (video):
Tips for making board game prototypes faster and cheaper (video):
Basics of game balance: types of balance and considerations for designers:
https://www.getrevue.co/profile/gengelstein/issues/gametek-16-balancing-act-1126778
10 ways of using dice in your board game aside from roll-and-move:
https://boardgamedesigncourse.com/10-ways-to-use-dice-in-your-board-game/
How board game designers use 3D printers for prototyping—a Twitter designers discussion:
https://twitter.com/tonymakesgames/status/1530378700767870976