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Utilizing BoardGameGeek

I’m going to go out on a limb and assume that if you are reading this then you have some idea what BoardGameGeek is. While not the sexiest website out there it has become the de facto center of the tabletop gaming internet world. from Pocket http://ift.tt/1NG6T1g via IFTTT

Events for Game Designers 2015

You may find that many of these events occur annually or more than once a year, so don’t despair if you have already missed an opportunity, another is right around the corner. Not included on the list below are regional designer meet ups. from Pocket http://ift.tt/1N46N3b via IFTTT

Scott Almes on Making the Best Treehouse Ever

In this our 5th interview with Scott Almes, we talk about building the Best Treehouse Ever. A 2-4 player card filler, where players are trying to build the best treehouse they can. We are here, for our 5th interview with Scott Almes. It seems like we need to just give you a monthly interview. from Pocket…

So you want to be a tabletop game designer…

Dump the thoughts from your head onto a paper or into a document. Write down your major mechanics and attempt to visually display the info a player will need on the board or cards. Attempt to make your game’s bits out of anything handy. from Pocket http://ift.tt/1uqePyz via IFTTT

James Mathe

My post about Manufacturers was very well received and I got a request to do one about distributors. I do get asked from time to time to provide this info anyway, so I might as well make a page about it, right? from Pocket http://ift.tt/1B0D1Up via IFTTT

5 Minutes with Eric M. Lang

One of the great things about Toronto is the number of amazing game designers that come out of here. We were lucky enough to sit down with one of the best, Eric M. Lang. from Pocket http://ift.tt/1BbPwjq via IFTTT

The Stigma of “Kids Games”

I’ve recently played The Hare and The Tortoise by IELLO Games.  This is, rather obviously, a game marketed at families and children. The game is in a book-themed box and comes with an actual book detailing the story of the characters. from Pocket http://ift.tt/1EiAFHq via IFTTT

Choice and Time: When do negative points work in games?

One of the best lessons from UnPub 5 is how difficult it is to make negative point scoring feel right. Negative Point Scoring is pretty much what it sounds like: A mechanism in which players can lose points and possibly end up in negative range at the end of the game. from Pocket http://ift.tt/1F9NfG6 via…

DToW #10 (Play Testing)

How many times do you need to playtest a design? Well, that is a broad question, and really depends on the circumstance. I would say way more than you think. I know we have tested all of our designs well over 100 times each. from Pocket http://ift.tt/1FQSevk via IFTTT