Why TCGs are impossible to balance, and how as a designer you can at least get close:
https://remptongames.com/2022/10/29/why-tcgs-are-impossible-to-balance/
Tips & Resources for Board Game Designers
Why TCGs are impossible to balance, and how as a designer you can at least get close:
https://remptongames.com/2022/10/29/why-tcgs-are-impossible-to-balance/
Analysis paralysis in players: what causes it and what designers can do to discourage it:
https://www.universityxp.com/blog/2022/10/25/what-is-analysis-paralysis
Rulebook writing fundamentals: What rulebooks need to achieve and basic concepts for making sure they do (video):
Thoughts on digital rights and why it’s important for designers to have them addressed in publishing contracts:
Convention strategies for board game publishers: which cons to show at, the benefits of exhibiting, sponsorship options, and digital cons (audio):
Thoughts on how to make games that are appealing to players with a wide range of preferences around strategic depth:
https://twitter.com/Nick__Bentley/status/1582741011125542913
When higher numbers aren’t necessarily better: examples of games where both high and low numbers can be useful depending on the situation (video):
A short thread of the various “moments” players will experience with your game:
https://twitter.com/Nick__Bentley/status/1562810992396234753
Megagames vs. board games and the different design considerations that makers of each need to keep in mind:
https://www.megagameassembly.com/blog/megagame-design-not-just-a-big-boardgame
How giving players choices helps them feel engaged in the game’s outcome (video):
Tips for making your prototype more playable through better icons:
https://twitter.com/peterchayward/status/1580620861031084033
What does a board game licensing contract require the designer to do? Here are some common (and uncommon) terms from publishing contracts (video):
Modern variations on the “train game” genre:
What books, not about game design, have helped you most at game design? A Twitter board game designers discussion:
https://twitter.com/Nick__Bentley/status/1580194575066730496
Learn your board game jargon: what are mechanisms, drafting, and polyominoes? (video):
Receiving critical feedback—from playtesters, reviewers, or publishers—is tough. Here are some tips for how to handle criticism well (audio):
https://www.wintermoongames.com/podcast/episode/d2d40db7/how-to-take-criticism
Different stages of the game design process call for different prototyping tools (audio):
Thoughts on card games, how many unique cards they have, and the different experiences they offer:
Eurogames: what they are, where they came from, and where they may be headed in the future (video):
Publisher profit and loss math: sample calculations for a crowdfunding campaign (video):