Tag Archive for Pocket

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

Getting Published Through the Back Door

I have had the good fortune of getting published in two hobbies of mine: board games and poetry. Despite the differences between these two fields, the process of getting published was remarkably similar. In both cases, I got published through the back door. from Pocket http://ift.tt/14Slg0Y via IFTTT

Balancing Game Elements

About this time last year I was thinking about balancing cards in games. I had just received a Kickstarter game and played it a bit, only to find that I was a little disappointed in the way some of the cards were strictly better than others. from Pocket http://ift.tt/1ylKxHQ via IFTTT

Protospiel Madison 2015

The country’s best game design convention has come to Madison. Welcome to Protospiel! If you are a game designer looking to get professional level feedback from other designers there is no better place to get that feedback. from Pocket http://ift.tt/1zgLxEc via IFTTT

Crafter Con

Madison, Wisconsin. Inside of Game Hole Con. How Much? from Pocket http://ift.tt/1zgLx7b via IFTTT

Contract Terms for Game Designers

Cardboard Edison, a terrific service that pulls together tips and links for game designers, recently surveyed its published readers regarding their experiences with license contracts. The result is some fantastic data on what game designers can expect when selling their work to publishers. from Pocket http://ift.tt/1yb2jh0 via IFTTT

Support Cardboard Edison creating bright ideas for board game inventors

MORE MILESTONES TO COME! As we hit milestones, we’ll reveal more of what we have planned! This month’s roundup of useful board game design links features advice for organizing your rulebook, playtester feedback forms, a reminder about objectivity when designing, and interviews with two … from Pocket http://ift.tt/1EcKer9 via IFTTT

Set Phaser to Stun – A discussion of Phases vs Turns

When designing a game I usually start by picking a theme that I think would be fun and unique. Then I start to build some mechanics around that theme that seem to fit it well. Eventually I get to a point where I have to figure out how the game is actually played. from Pocket…