Considering a game’s flexibility in allowing things like different player counts and play lengths (video):
Two reasons why board game designers shouldn’t pay for art for their prototype:
https://boardgamegeek.com/blogpost/162554/why-not-pay-for-art-in-a-prototype
Catch-up mechanics: Are they necessary? How can they be included in a design? And when do they work well—or not? (audio):
https://cardboardphilosophypod.podbean.com/e/episode-033-catch-up-mechanics/
Six tips for pitching your board game to publishers:
https://www.meeplemountain.com/top-six/top-six-tips-for-pitching-your-game-to-publishers/
When writing a rulebook, there are four different audiences to keep in mind:
https://bsky.app/profile/tzartzam.bsky.social/post/3kus24mydpf2r
Trick-taking games: a deep dive into the genre, how it’s defined, some of the many ways designers can work within it, and more (audio):
https://decisionspace.podbean.com/e/trick-taking-what-we-talk-about-with-pete-wissinger/
Strategies for getting unstuck with a board game design—a Bluesky game designers discussion:
https://bsky.app/profile/senfoonglim.bsky.social/post/3ktq6agqphe2l
Tips for simplifying your game’s rules—a Bluesky board game designers’ discussion:
https://bsky.app/profile/drunkcrunkfranken.bsky.social/post/3kszvh3m4qk2t
Tips for designing and laying out punch-out components for board games:
https://danielsolisblog.blogspot.com/2024/05/designing-punch-out-components-for.html
