Lessons learned from running a pay-what-you-want board game crowdfunding campaign:
https://stonemaiergames.com/pay-what-you-want-for-this-kickstarter-project/
Tips & Resources for Board Game Designers
Lessons learned from running a pay-what-you-want board game crowdfunding campaign:
https://stonemaiergames.com/pay-what-you-want-for-this-kickstarter-project/
Kickstarter vs. Gamefound: Which one is right for you and your game?
Convention tips for industry pros: how to talk to publishers, network, and prepare for a convention (video):
Post-pitch discussions with publishers: game designers discuss how to handle long waits for a response and more:
https://mojo-nation.com/chasing-ghosting-and-feedback-inventors-discuss-post-pitch-follow-up/
Thoughts on acting as a game mechanic, communication restrictions in games, and more (video):
An argument for why simple games with emergent depth win out over games that aim for depth through complexity:
https://giantbrain.co.uk/2022/07/14/the-complexity-of-depth/
Tiebreakers: tips for picking one that works for your game:
https://boardgamedesigncourse.com/how-to-break-ties-in-your-game/
How researching a theme early in the design process—with an eye toward design—will help your game feel more thematic:
https://shippboardgames.blogspot.com/2022/07/how-research-informs-theme.html
This website turns your quick digital sketches into AI-generated images:
Designing an asymmetric game? Here are five challenges you’ll have to consider:
https://thethoughtfulgamer.com/2022/07/09/thoughts-on-asymmetry-part-2-design-challenges/
Some ways that a game’s design and production decisions can encourage or discourage analysis paralysis in players:
https://boardgamegeek.com/blogpost/133909/five-reasons-people-play-slow
Player turn order advantage: when and why it can show up, how to identify it as a problem, and various possible solutions to consider:
https://boardgamegeek.com/blogpost/133906/turn-order-advantage
Printable playtester feedback survey sheet:
How much playtesting should a board game designer reasonably be expected to do for a design? (video)
Two kinds of randomness and when it may be better to use one or the other in a game design:
https://boardgamedesigncourse.com/the-2-types-of-randomness/
How to go about integrating your game’s theme and mechanics? Here are some ways of thinking about a thematic setting and how it could relate to game mechanics:
https://shippboardgames.blogspot.com/2022/07/ways-to-express-setting.html
Game designer Daryl Andrews on attending conventions, pitching to publishers, taking feedback from playtesters, and more (video):
An attempt at categorizing the different kinds of asymmetry in board games:
https://thethoughtfulgamer.com/2022/07/01/thoughts-on-asymmetry-part-1-classification/
Sell sheets for board game designs: what they are, when you’ll need one, and what should be on them (video):
When should you pause working on a board game design and put it on the shelf?
https://boardgamedesigncourse.com/when-should-i-shelf-my-game/