Cardboard Edison
  • Cardboard Edison
  • Houdini's Last Act Quad Squad Cobras Retail Rejects More Games Prototypes
  • Blog Industry Reports Playtest Groups Virtual Tabletops Contests Interviews Game Design Checklist
  • Publisher Directory
  • Tariffs Report
  • Newsletter
  • Podcast
  • Award
Cardboard Edison
  • Cardboard Edison/
  • Our Games/
    • Houdini's Last Act
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
    • Industry Reports
    • Playtest Groups
    • Virtual Tabletops
    • Contests
    • Interviews
    • Game Design Checklist
  • Publisher Directory/
  • Tariffs Report/
  • Newsletter/
  • Podcast/
  • Award/
board+game+bits.jpg
Cardboard Edison

Game design & bright ideas for game designers

Bright Ideas

Tips & Resources for Board Game Designers

Cardboard Edison
  • Cardboard Edison/
  • Our Games/
    • Houdini's Last Act
    • Quad Squad
    • Cobras
    • Retail Rejects
    • More Games
    • Prototypes
  • Free Resources/
    • Blog
    • Industry Reports
    • Playtest Groups
    • Virtual Tabletops
    • Contests
    • Interviews
    • Game Design Checklist
  • Publisher Directory/
  • Tariffs Report/
  • Newsletter/
  • Podcast/
  • Award/
featured
theory
playtesting
prototyping
process
rules
licensing
publishing
industry
Bright Ideas RSS

Receive exclusive board game design tips and resources in your inbox by subscribing to our weekly Omnibus newsletter


July 08, 2012

Cardboard Edison’s Favorite Tips & Resources – June 2012

July 08, 2012/ Cardboard Edison

Every month, we revisit the board game design tips and resources we’ve found, and we pick out the best, most useful ones to spotlight. Here are our choices for June 2012:

#process:

  • “There’s a lot of information out there, but the best advice that tends to get repeated over and over is this: Design a game you’d like to play.”
  • “Got a practical problem with your board game? Don’t add more stuff. First, try using what you already *have* in a new way.”
  • Richard Launius discusses his process for creating cooperative games

#rules:

  • “Your game is always more difficult and complicated than you think. Always.”

#theory:

  • Things to avoid in game design. Thou shalt not…
  • “Don’t confuse depth with complexity.”

#playtesting:

  • How to effectively playtest and iterate your board game design
  • “Gamers gonna game, and your game can’t break when they do.”

#industry:

  • “Spend some time creating games just for the fun of it before you decide it’s the right choice to make it into a business venture.”
  • Every BoardGameGeek Designer Diary

#prototyping:

  • “Make the prototype quickly from anything you can find. Once you have a game, improve the prototype enough to interest playtesters. Once you get a finely-tuned game, make it shine.”
July 08, 2012/ Cardboard Edison/
featured, process, rules, theory, playtesting, industry, prototyping

Cardboard Edison