Matt Leacock on how the industry has changed in the past 20 years, working with publishers, advocating for game designers, and more:
Why do some games go over well with playtesters but then fall flat with a broader audience? This thread suggests it often comes down to “situated experiences”:
https://bsky.app/profile/nickbentley.bsky.social/post/3mehkkw46zc2a
What methods do you use for physical note-taking? A Bluesky board game designers discussion:
https://bsky.app/profile/peterlmcpherson.bsky.social/post/3me4fwyhm3k2z
A short thread describing a method of playtesting called “split testing” that pits two game designs against each other:
https://bsky.app/profile/nickbentley.bsky.social/post/3mcigqlnhxs2f
Our annual Cardboard Edison Best Practices booklet, filled with board game design tips and resources for every step of the process, is back!
In this edition, you’ll find:
How to make the most of a playtest group
What should be in a pitch video—and what shouldn’t
Mistakes to avoid with your prototype’s art
Onboarding players more smoothly
How to prepare for indie game markets
…and lots more!
Should you playtest in-person or virtually? Why not both? Here are some upsides to each approach:
https://discocandybar.com/2025/12/05/playtesting-your-tcg-game-paper-or-pixels/
What’s your best playtesting advice? A Bluesky board game designers discussion:
https://bsky.app/profile/gregisonthego.bsky.social/post/3m4j56fvbvs2q
Tips for designing a megagame for a very large group of players:
https://www.megagameassembly.com/blog/some-megagame-design-lessons-i-learned-the-hard-way
3 ways to tell your game isn’t ready to pitch or publish:
https://boardgamedesigncourse.com/the-top-3-ways-to-tell-your-game-is-not-ready-to-pitch-or-publish/
