Produktbild: Your Turn!

Your Turn! The Guide to Great Tabletop Game Design

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

31.10.2023

Verlag

John Wiley & Sons

Seitenzahl

464

Maße (L/B/H)

23/18,5/2,6 cm

Gewicht

882 g

Auflage

1. Auflage

Sprache

Englisch

ISBN

978-1-119-98159-6

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

31.10.2023

Verlag

John Wiley & Sons

Seitenzahl

464

Maße (L/B/H)

23/18,5/2,6 cm

Gewicht

882 g

Auflage

1. Auflage

Sprache

Englisch

ISBN

978-1-119-98159-6

EU-Ansprechpartner

Zeitfracht Medien GmbH
Ferdinand-Jühlke-Straße 7
99095 Erfurt
DE
produktsicherheit@zeitfracht.de

Herstelleradresse

Wiley & Sons
1 Oldlands Way
PO22 9NQ Bognor Regis
GB
trade@wiley.com

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  • Produktbild: Your Turn!
  • Hi There! xxi

    Chapter 1 Let's Make a Board Game! 1

    The Game Board 2

    A Brief Note About Components 3

    Getting Started 4

    How to Make a Game Board 5

    Let's Make Improve the Game! 11

    Change a Number 12

    Change a Component 13

    Change a Rule 15

    Change the Theme: An Introduction to Theme and Genre 16

    Chapter 2 Writing Rule Books Is Hard 21

    The Problem with Rule Books 23

    Problem #1: There Can Be Only One (Reader) 23

    Problem #2: Front-End Information Overload 24

    Problem #3: Rule Book Length 25

    Problem #4: Edge Cases 26

    Tricks to Writing Rule Books 27

    Trick #1: Rules Are Stories 27

    Trick #2: Use The Six Zones of Play 28

    Trick #3: I Am Talking to "You" 34

    Trick #4: Use Command Statements 34

    Trick #5: Include Pictures 34

    Trick #6: Add Callouts 35

    What Every Good Rule Book Needs 36

    Creating an Introduction 36

    List of Components 37

    Game Setup 38

    The Goal of the Game 38

    General Sequence of Play 40

    Detailed Sequence of Play 47

    End of Game 47

    Everyone Deserves Credit 48

    But Wait, There's More 48

    Say What? Translating the Rules 51

    Chapter 3 The Chapter About Play Testing 53

    The Great Worry 54

    Let's Start Starting 56

    Is This a Thing? 56

    Going Solo 59

    Do It by Design 62

    Gamers Game Games 63

    Friends and Family 73

    Blind Play Testing 73

    Publisher Play Testing 74

    Chapter 4 Let's Make a Dice Game! 75

    Dice Basics 75

    Dice Mechanisms 78

    Rolling 79

    Rerolling 80

    Dice Determine Movement 81

    Dice Determine Combat Results 82

    Dice Placement 82

    Banking Dice 82

    Dice for Targeting 83

    Dice Builder 84

    Concealing Dice 84

    Dice Determine Actions 85

    Dice Determine Resources 85

    Dice of Different Colors 86

    Combination Matching 87

    Real-Time Rolling 87

    Roll and Write 87

    Dice Stacking 89

    Dice Crafting 89

    Dice as Counters 89

    Dice as Units 90

    Bluffing with Dice 90

    Pop-O-Matic 91

    Choosing the Right Dice Tools 91

    It's Probably Due to Probability 91

    I Still Don't Believe in Luck, But 96

    Let's Design a Dice Game 98

    Step 1: Create the Rules 99

    Step 2: Play Test the Game 100

    Step 3: Change the Rules 100

    Step 4: Change a Number 101

    Step 5: Change the Objective 102

    Step 6: Add a Mechanism 103

    Step 7: Change the Theme 104

    Creating Your Own Custom Dice 106

    Dice Games to Play 106

    Chapter 5 Let's Make a Card Game! 109

    Let's Create a Card! 110

    One Way to Make Cards 110

    Another Way to Make Cards 111

    Yet Another Way to Make a Card 112

    Here's One More Way to Make a Card 112

    Even More Ways to Make a Card 113

    Print and Play 113

    Size Matters 115

    Clear Cards 116

    Pentagonal and Hexagonal Cards 117

    Circular Cards 117

    A Very Short History of Card Games 118

    An Order of Sides 121

    Card Mechanisms 125

    Components 142

    A Note About Probability and Cards 143

    Let's Design a Card Game 144

    Step 1: Setting Up the Game 144

    Step 2: Create the Rules 144

    Step 3: Play Test the Game 145

    Step 4: Change the Rules 146

    Step 5: Change a Number 146

    Step 6: Change the Objective 146

    Step 7: Add a Mechanism 147

    Step 8: Change the Theme 148

    Let's Share a Card Game! 149

    10 Card Games to Play 150

    Chapter 6 Let's Make a Party Game 153

    First Came Parlor Games 153

    Then Came Party Games 154

    There Are Only Four Types of Party Games 157

    Traits of a Party Game 160

    Trait 1: Keep It Simple 161

    Trait 2: Few Components 161

    Trait 3: No Theme Required 161

    Trait 4: Accommodating the Players 162

    Trait 5: Playable Anywhere 166

    Trait 6: Interruptions Allowed 167

    Trait 7: Scoring at a Party 168

    Trait 8: Ageless 168

    The Five Ps of Party Games 169

    Permission 169

    Predictability 170

    Pace 171

    Presentation 173

    Props 175

    The Sixth P Is for Player 176

    Party Game Mechanisms 176

    Knowledge 176

    Word Play 177

    Guessing 178

    Memory 178

    Acting 179

    Drawing/Creating 180

    Betting 181

    Bluffing 183

    Repetition 184

    Movement 184

    Observation 184

    Judging 185

    Let's Make a Party Game 185

    Step 1: Create the Rules 186

    Step 2: Playtest the Game 186

    Step 3: Change the Rules 187

    Step 4: Change a Number 187

    Step 5: Change the Objective 188

    Step 6: Add a Mechanism 188

    Step 7: Change the Theme 188

    Ten Party Games to Play 190

    Chapter 7 Let's Make a Board Game 193

    Board Games of Antiquity 194

    Mancala 195

    The Royal Game of Ur 196

    Mehen 197

    Senet 198

    Nine Man's Morris 199

    Chess 199

    Backgammon 200

    Hnefatafl 201

    Snakes and Ladders 201

    Ancient Games Are Still Around 201

    Types and Elements of Game Boards 202

    Game Board Grids 203

    Game Board Tracks 203

    Game Board Spaces 204

    Victory Tracks 206

    Maps 207

    Terrain 208

    Abstraction and Symbolism 211

    How to Make a Game Board 215

    Understanding Abstract Games 216

    Traits of an Abstract Game 218

    The Concept of Elegance 219

    Abstract Game Mechanisms 220

    Word Game Mechanisms 221

    Let's Design an Abstract Game 224

    Step 1: Create the Rules 227

    Step 2: Playtest the Game 228

    Step 3: Change the Rules 229

    Step 4: Change a Number 230

    Step 5: Change the Objective 230

    Step 6: Add a Mechanism 231

    Step 7: Change the Theme 231

    The Mensa Select Award 232

    10 Abstract Board Games You Need to Play 233

    Chapter 8 Let's Make a Euro-Style Strategy Game 235

    A Short History of the "German Game" 235

    The German Game Becomes the Euro-Game 238

    Euro-Game Traits 239

    Lack of "Luck" 240

    Lack of Conflict 241

    Loss 242

    Emphasis on Construction/Growth 242

    Exotic Settings 243

    Lack of Theming 245

    Goals 245

    Balancing Mechanisms 246

    Catch-up Mechanisms 246

    Shorter Playing Time 247

    Wood Components Rather Than Plastic 247

    Crunchiness and Weightiness 248

    Euro-Game Mechanisms 249

    Action Points 249

    Action/Role Selection 251

    Arrangement 252

    Auction/Bidding 252

    Building 253

    Bag-Builder 254

    Buying/Market 255

    Choosing 255

    Cooperation 256

    Engine-Builder 257

    Income 257

    Negotiation 258

    Placement 258

    Follow Action 262

    Seeking Information 263

    Set Collection 263

    Trading/Deal-Making 264

    Rondels 265

    Victory Track 266

    Gaming Is for Everyone 266

    Color Blind Accessibility 266

    Language Dependency 267

    Character Diversity and Portrayal 267

    Let's Design a Euro-Game 267

    Components of Riverside 268

    Step 1: Create the Rules 271

    Step 2: Playtest the Game 271

    Step 3: Change the Rules 272

    Step 4: Change a Number 273

    Step 5: Change the Objective 273

    Step 6: Add a Mechanism 274

    Step 7: Change the Theme 276

    Some Euro-Games to Play 277

    Chapter 9 Let's Make a Thematic Strategy Game 281

    A History of Thematic Games 281

    The Adventure Is Yours 284

    Meanwhile Over in England 286

    The Secret Origin of Ameritrash 287

    Traits of Thematic Games 289

    Intellectual Property 291

    Any Theme Can Be a Game 293

    Stories in Games 295

    Players Have Wishes 297

    Adding Drama and Conflict 298

    Strategy vs Tactics 301

    Unraveling Complexity 302

    Bring on the Bling 305

    Making Miniatures 309

    Collectability 311

    The Gimmick 312

    Thematic Mechanisms 316

    Variable Player Powers and Characters 316

    Leveling 318

    Upgrades 320

    Crafting 321

    Action Points 321

    Action Selection 321

    Movement 322

    Take-That 323

    Fighting and Combat 324

    Player Death and Elimination 326

    Area Control 327

    Timer 328

    Doom Track 328

    Race 328

    Deduction 329

    Voting 332

    Let's Design a Thematic Game 332

    Step 1: Creating the Game Board/Tiles 334

    Step 2: Creating the Characters 339

    Step 3: Creating the Denizens and Hit Tokens 340

    Step 4: Creating the Dice 342

    Step 5: Create the Rules 342

    Step 6: Playtest the Game 344

    Step 7: Change the Rules 344

    Step 8: Change a Number 346

    Step 9: Change the Objective 346

    Step 10: Add a Mechanism 347

    Step 11: Change the Theme 348

    Some Thematic Games to Play 349

    Chapter 10 Let's Sell a Board Game 351

    Why Sell Your Board Game? 351

    First Things First 352

    The Importance of Sell-Sheets 354

    The Pitch Presentation 357

    The Pitch Video 363

    The Digital Solution 366

    Playtesting Events 367

    Selecting a Publisher 368

    Meeting with Publishers 370

    Contracts and Money 373

    Licensing Your Game 373

    Credit Where Credit Is Due 374

    The Advance 374

    Royalty Rate 375

    Other Rights and Issues 376

    Complimentary Copies 376

    Rights Reversion 377

    Media and Products 377

    Always Be Selling 377

    Self-Funding 378

    Crowdfunding 379

    Marketing 380

    Previews 380

    The Campaign 380

    Add-ons and Stretch Goals 382

    Production 383

    Pricing 385

    Shipping, Storing, and Distribution 386

    Chapter 11 Let's Do It All Over Again! 389

    Starting with a Mechanism (or Two) 389

    Starting with the Theme 390

    Starting with a Story 391

    Starting with the Title 391

    Start with Components 392

    Starting with the Player Count 392

    Starting with a "Moment" 393

    Starting with an Experience 393

    Starting with the Publisher's Need 394

    Carrying a Sketchbook 394

    Inspiration for Amateurs 394

    Preventing Game Designer Burnout 395

    One Last Bit of Advice 396

    Appendix A Let's Make a Game Prototyping Kit! 399

    Appendix B Sell-Sheet Examples 403

    Who's Hue? 404

    Dynamite Ridge Railroad 406

    Castle Climbers 408

    A Town Called Showdown 410

    Index 413