“Pillars of design”: lots of questions for board game designers to think through as they work on a new design:
video: https://www.youtube.com/watch?v=hSmwcCEmdwY
list: https://boardgamedesignlab.com/wp-content/uploads/2023/11/Pillars-of-Design.pdf
Tips & Resources for Board Game Designers
“Pillars of design”: lots of questions for board game designers to think through as they work on a new design:
video: https://www.youtube.com/watch?v=hSmwcCEmdwY
list: https://boardgamedesignlab.com/wp-content/uploads/2023/11/Pillars-of-Design.pdf
Some variations on worker placement that have helped the genre evolve:
Random production: how some games generate resources for players in random ways:
“All games suck until they’re great! All a good game designer is, is just somebody who can tell the difference.”
6 truths about the board game industry, and especially what it’s like for game designers (video):
Winning: a conversation about why players care about winning a game (audio):
https://cardboardphilosophypod.podbean.com/e/episode-016-why-do-people-care-so-much-about-winning/
“Given my choice, I’ll always design a boardgame that will be loved by some and hated by others rather than a game that will be seen in a mildly positive way by most. I want to make games that leave a lasting impression on those who play them, one way or the other.”
Horror in board games: thoughts on what works and doesn’t:
https://dailyworkerplacement.com/2023/10/31/i-want-to-play-a-game-horror-in-board-gaming/
What does it mean for a game to be “too long”? What makes players feel like a game goes on too long? Or not long enough? (audio)
https://cardboardphilosophypod.podbean.com/e/episode-015-what-makes-a-game-too-long/
Dice, cards, and more: Different ways of generating random numbers and what makes them fun (audio):
https://cardboardphilosophypod.podbean.com/e/episode-014-rolling-dice-and-flipping-cards/
Highlights from Hasbro's inaugural Women Innovators of Play event (video):
—The journey into board game design, with Elizabeth Hargrave
—Lots of tips for pitching to publishers
—How mass-market toys and games are made
—Overcoming doubt and imposter syndrome
—Working habits to be a successful toy and game inventor
An argument that “balance” in games isn’t what most people think it is:
Some hidden ways that board games can be more complex than you, as a gamer and the designer, might realize:
https://shippboardgames.blogspot.com/2023/10/more-about-rules-complexity.html
Websites that can generate maps for board game prototypes:
https://boardgamegeek.com/thread/3176279/map-generator-websites
Three pieces of playtesting advice from Elizabeth Hargrave in under three minutes (video):
“Many published games go through hundreds of changes before they’re done. When people have criticism about your game they are not criticizing you as a person. They’re trying to help you make a better game.”
How do you feel about board games that use electronic devices to assist players with part of the game? A Bluesky game designer discussion:
https://bsky.app/profile/amanpossessed.bsky.social/post/3kbzoslosmg2r
Worker-placement games where more workers isn’t necessarily better—12 ways games handle it (video):
BoardGameGeek advertising: everything for publishers to know about promoting a game on BGG (audio):
Towards a theory of what makes a trick-taking game great:
https://boardgamegeek.com/geeklist/323856/towards-theory-what-makes-trick-taking-game-great