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Designers and creative control

Ryan Sanders (A.K.A. The Inquisitive Meeple) told me he was starting a new interview series about advice for people designing games or navigating the publishing world. from Pocket http://ift.tt/1Ard03C via IFTTT

A League of Your Own: Building a Game Design Community

One of the coolest things about game design, in my opinion, is that whether you’re a solo designer or you’re part of a team, you need other people to help you round out your designs. From playtesters to the actual players of the finished product, people are an integral part of designing games. from Pocket…

How to Snakes: Location

We get a lot of inquiries about how we operate. If you are a budding entrepreneur or are just curious about the inner workings of a board game cafe (or, at least, our board game cafe), check out How to Snakes!Also check us out on The Dice Tower’s Board Game Breakfast!http://ift.tt/zK2O8e from Pocket http://ift.tt/1zxnXjD via…

3 Steps: Organizing Your Board Games

While it may seem a little early to talk about Spring Cleaning, reorganizing our game closet has that same type of feeling. Instead of “spring cleaning” then, I’ll simply classify our game closet reorganizing as a fresh start to the new year. from Pocket http://ift.tt/1z8Mz3q via IFTTT

Basic Human Actions Nothing Sacred Games

Today I’m discussing something a little unusual. I thought it would be interesting to think about the basic actions humans can make and see how they’re used in games. from Pocket http://ift.tt/1zrEh8F via IFTTT

How Alf Seegert makes games

Tell us about yourself – Who are you? What do you do? I’m Alf Seegert, designer of board games including Fantastiqa, The Road to Canterbury, Trollhalla, and Bridge Troll. from Pocket http://ift.tt/1uHaYHX via IFTTT

Lessons Learned: The Great Debate Kickstarter

I funded and made my goal but there are lots of things I saw I could of done better and maybe had a more successful kickstarter.  I am writing this with my missteps that may help others not fall into the same holes that I did. from Pocket http://ift.tt/1KaeKAE via IFTTT

Subtext and the Dangers of Default Design

What is default design? Default design is a body of design choices, particularly thematic, that you don’t think about. You include them in your game design because they’re prevalent in other kinds of thematically similar games. from Pocket http://ift.tt/18xRNM9 via IFTTT