How one-off “experience in a box” games change the value equation for both players and publishers:
Lots of playtesting advice for new board game designers—a Bluesky game designer discussion:
https://bsky.app/profile/gregisonthego.bsky.social/post/3ka5qzrfpmh2i
Having a hit game can pose some surprising challenges for a publisher—here are some ways of handling a runaway success:
https://stonemaiergames.com/the-next-big-thing-how-to-handle-a-products-runaway-success/
Money in board games: modeling inflation, different components for money, loans in games, money that isn’t money, games without money, money as the theme, and more (scroll for English):
https://faidutti.com/blog/blog/2023/09/25/les-jeux-et-largent-money-and-games/
Balance: a deep, two-part discussion about what game balance is, why we care about it, how games can be balanced, and the downsides of overbalancing a design (audio):
https://decisionspace.podbean.com/e/balance-pt-1-what-we-talk-about/
https://decisionspace.podbean.com/e/balance-pt-2-what-we-talk-about/
Some reasons why players may find your game’s theme “boring”:
https://shippboardgames.blogspot.com/2023/09/boring-themes.html
Why board game designers should always insist on getting an advance as part of a licensing contract:
Thoughts on best practices for crafting a board game’s pacing, core activity, strategy, and endgame—and how they’re all related:
https://twitter.com/chessandpoker/status/1700210477458923981
How to get a game on Board Game Arena:
https://prometheusgamelabs.wordpress.com/2023/08/14/how-a-game-gets-on-board-game-arena/
Apiary designer Connie Vogelmann shares seven game design lessons learned working on the game:
https://stonemaiergames.com/7-lessons-learned-designing-apiary-by-connie-vogelmann/