How granular are the numbers in your game, and how granular do they need to be? A discussion about games’ “fidelity” and ways of cutting down on the math players have to do (video):
Tips for working with co-designers:
https://www.thedarkimp.com/blog/2024/11/14/working-with-co-designers/
Recommended printers for board game prototyping—a Bluesky game designers discussion:
https://bsky.app/profile/marcelineleiman.bsky.social/post/3la5ehbo54z24
Some good reminders about the process of growing in your skills as a game designer:
https://bsky.app/profile/ehronlime.bsky.social/post/3laih22vyrl25
Tiebreakers: ways of thinking about them and finding one that makes sense for a design—a Bluesky board game designers discussion:
https://bsky.app/profile/marcelineleiman.bsky.social/post/3l7svdatny22c
The “sweet spot” mechanic: how it works, various ways games use it, and more (audio):
https://decisionspace.podbean.com/e/the-sweet-spot-mechanic-wwta/
Tips and tricks for maximizing BoardGameGeek:
https://stonemaiergames.com/hidden-tips-and-tricks-for-maximizing-boardgamegeek/
A pitfall of doing design work on a board game that’s headed for crowdfunding—and advice for how to avoid it:
https://bsky.app/profile/kevinwilson42.bsky.social/post/3l6xslf7hvs2t
Why it's too easy for anyone to make a game—and why that sucks:
https://bsky.app/profile/theonetar.bsky.social/post/3l75am3wx3y2r
Amigo Games’ chief operating officer discusses the true goal of pitching a publisher, a method for demoing games at conventions, marketing new versions of old games, and more (audio):
https://justingarydesign.substack.com/p/alex-yeager-mastering-game-pitches
