Thoughts on balance: Bluesky board game designers discuss their biggest lessons about balance in game design:
https://bsky.app/profile/eanderssonsunden.bsky.social/post/3mkdhneoxxc2d
Tips & Resources for Board Game Designers
Thoughts on balance: Bluesky board game designers discuss their biggest lessons about balance in game design:
https://bsky.app/profile/eanderssonsunden.bsky.social/post/3mkdhneoxxc2d
What makes a good board game for children? (video)
A wide-ranging discussion about various board game design topics, including development and how to make your game less fragile (video):
Board game designers share their most unusual game ideas:
https://boardgamegeek.com/thread/3693501/your-most-unusual-game-design-ideas
How to surprise your players (and why you want to do this):
10 ways to use dice in your board game (other than roll and move):
https://boardgamedesigncourse.com/10-ways-to-use-dice-in-your-board-game/
Exploring the concept of degenerate strategies and degenerate game states in tabletop games:
A multifaceted conversation about various aspects of making board games: the business side of indie publishing, different approaches to the design process, designing solo games, and more (video):
This short video runs through three things your board game probably needs—a core loop, complications, and surprises:
What does it mean to “play” a “game”? Designer Leslie Scott considers various attempts to define these complex and overlapping ideas:
Player elimination can take a few forms. Here’s a look at “soft” player elimination: what it is, what it’s like for players, and how some games address it:
How randomness adds value to games (video):
Making board games about the worst parts of human history—how should game designers tackle difficult historical subjects?
How to end the game? Comparing games with a fixed number of rounds and games with variable endgame triggers, and how they affect the play experience:
Why balance is overrated—and what board game designers should focus on instead (video):
Thoughts on what games offer us—a chance to feel something that we don’t usually experience all that often:
https://stonemaiergames.com/the-essential-human-problem-solved-by-games/
Expectation value in board game design: how to use some simple mathematical modeling to inform balance and other design decisions:
Games vs. puzzles: considering what makes them distinct—and what they have in common:
https://www.wericmartin.com/games-puzzles-and-everything-in-between/
A conversation about a tricky aspect of designing a multivictor game: balancing it to accommodate both cooperative and competitive play (video):
Notes on efficiency and chunking in scoring, and how they can shape player experiences in sports and games: