Details

Your Turn!


Your Turn!

The Guide to Great Tabletop Game Design
1. Aufl.

von: Scott A. Rogers

22,99 €

Verlag: Wiley
Format: EPUB
Veröffentl.: 27.09.2023
ISBN/EAN: 9781119981602
Sprache: englisch
Anzahl Seiten: 464

DRM-geschütztes eBook, Sie benötigen z.B. Adobe Digital Editions und eine Adobe ID zum Lesen.

Beschreibungen

<p><b>Whether you are a novice or experienced pro, this easy-to-follow guide to designing board games is for you!</b> <p>In <i>Your Turn! The Guide to Great Tabletop Game Design</i>, veteran game designer Scott Rogers—creator of tabletop games including <i>Rayguns and Rocketships</i>, <i>Pantone the Game</i> and <i>ALIEN: Fate of the Nostromo—</i>delivers a practical walkthrough to help YOU create over a half-dozen game prototypes, including dice, card, euro, miniature, and party games. The book is packed with easy-to-follow instructions, charming illustrations, and hands-on lessons based on the author's proven knowledge and experience. <p>And once you've made your game, <i>Your Turn!</i> will teach you how to prepare, pitch and sell it whether through crowdfunding or a publisher. You’ll also learn how to: <ul> <li>Write and create elegant and crystal-clear rules of play</li> <li>Playtest your games to improve quality, fix problems, and gather feedback</li> <li>Learn what players want and how to design for it</li> <li>Learn the secrets of the Six Zones of Play and why they are so important to your game design!</li></ul><p> <i>Your Turn!</i> is the essential guide for practicing and aspiring tabletop game designers everywhere! Why wait to make the tabletop game of your dreams? Grab this book and prepare to take Your Turn!
<p>Hi There! xxi</p> <p><b>Chapter 1 Let’s Make a Board Game! 1</b></p> <p>The Game Board 2</p> <p>A Brief Note About Components 3</p> <p>Getting Started 4</p> <p>How to Make a Game Board 5</p> <p>Let’s Make Improve the Game! 11</p> <p>Change a Number 12</p> <p>Change a Component 13</p> <p>Change a Rule 15</p> <p>Change the Theme: An Introduction to Theme and Genre 16</p> <p><b>Chapter 2 Writing Rule Books Is Hard 21</b></p> <p>The Problem with Rule Books 23</p> <p>Problem #1: There Can Be Only One (Reader) 23</p> <p>Problem #2: Front-End Information Overload 24</p> <p>Problem #3: Rule Book Length 25</p> <p>Problem #4: Edge Cases 26</p> <p>Tricks to Writing Rule Books 27</p> <p>Trick #1: Rules Are Stories 27</p> <p>Trick #2: Use The Six Zones of Play 28</p> <p>Trick #3: I Am Talking to “You” 34</p> <p>Trick #4: Use Command Statements 34</p> <p>Trick #5: Include Pictures 34</p> <p>Trick #6: Add Callouts 35</p> <p>What Every Good Rule Book Needs 36</p> <p>Creating an Introduction 36</p> <p>List of Components 37</p> <p>Game Setup 38</p> <p>The Goal of the Game 38</p> <p>General Sequence of Play 40</p> <p>Detailed Sequence of Play 47</p> <p>End of Game 47</p> <p>Everyone Deserves Credit 48</p> <p>But Wait, There’s More 48</p> <p>Say What? Translating the Rules 51</p> <p><b>Chapter 3 The Chapter About Play Testing 53</b></p> <p>The Great Worry 54</p> <p>Let’s Start Starting 56</p> <p>Is This a Thing? 56</p> <p>Going Solo 59</p> <p>Do It by Design 62</p> <p>Gamers Game Games 63</p> <p>Friends and Family 73</p> <p>Blind Play Testing 73</p> <p>Publisher Play Testing 74</p> <p><b>Chapter 4 Let’s Make a Dice Game! 75</b></p> <p>Dice Basics 75</p> <p>Dice Mechanisms 78</p> <p>Rolling 79</p> <p>Rerolling 80</p> <p>Dice Determine Movement 81</p> <p>Dice Determine Combat Results 82</p> <p>Dice Placement 82</p> <p>Banking Dice 82</p> <p>Dice for Targeting 83</p> <p>Dice Builder 84</p> <p>Concealing Dice 84</p> <p>Dice Determine Actions 85</p> <p>Dice Determine Resources 85</p> <p>Dice of Different Colors 86</p> <p>Combination Matching 87</p> <p>Real-Time Rolling 87</p> <p>Roll and Write 87</p> <p>Dice Stacking 89</p> <p>Dice Crafting 89</p> <p>Dice as Counters 89</p> <p>Dice as Units 90</p> <p>Bluffing with Dice 90</p> <p>Pop-O-Matic 91</p> <p>Choosing the Right Dice Tools 91</p> <p>It’s Probably Due to Probability 91</p> <p>I Still Don’t Believe in Luck, But 96</p> <p>Let’s Design a Dice Game 98</p> <p>Step 1: Create the Rules 99</p> <p>Step 2: Play Test the Game 100</p> <p>Step 3: Change the Rules 100</p> <p>Step 4: Change a Number 101</p> <p>Step 5: Change the Objective 102</p> <p>Step 6: Add a Mechanism 103</p> <p>Step 7: Change the Theme 104</p> <p>Creating Your Own Custom Dice 106</p> <p>Dice Games to Play 106</p> <p><b>Chapter 5 Let’s Make a Card Game! 109</b></p> <p>Let’s Create a Card! 110</p> <p>One Way to Make Cards 110</p> <p>Another Way to Make Cards 111</p> <p>Yet Another Way to Make a Card 112</p> <p>Here’s One More Way to Make a Card 112</p> <p>Even More Ways to Make a Card 113</p> <p>Print and Play 113</p> <p>Size Matters 115</p> <p>Clear Cards 116</p> <p>Pentagonal and Hexagonal Cards 117</p> <p>Circular Cards 117</p> <p>A Very Short History of Card Games 118</p> <p>An Order of Sides 121</p> <p>Card Mechanisms 125</p> <p>Components 142</p> <p>A Note About Probability and Cards 143</p> <p>Let’s Design a Card Game 144</p> <p>Step 1: Setting Up the Game 144</p> <p>Step 2: Create the Rules 144</p> <p>Step 3: Play Test the Game 145</p> <p>Step 4: Change the Rules 146</p> <p>Step 5: Change a Number 146</p> <p>Step 6: Change the Objective 146</p> <p>Step 7: Add a Mechanism 147</p> <p>Step 8: Change the Theme 148</p> <p>Let’s Share a Card Game! 149</p> <p>10 Card Games to Play 150</p> <p><b>Chapter 6 Let’s Make a Party Game 153</b></p> <p>First Came Parlor Games 153</p> <p>Then Came Party Games 154</p> <p>There Are Only Four Types of Party Games 157</p> <p>Traits of a Party Game 160</p> <p>Trait 1: Keep It Simple 161</p> <p>Trait 2: Few Components 161</p> <p>Trait 3: No Theme Required 161</p> <p>Trait 4: Accommodating the Players 162</p> <p>Trait 5: Playable Anywhere 166</p> <p>Trait 6: Interruptions Allowed 167</p> <p>Trait 7: Scoring at a Party 168</p> <p>Trait 8: Ageless 168</p> <p>The Five Ps of Party Games 169</p> <p>Permission 169</p> <p>Predictability 170</p> <p>Pace 171</p> <p>Presentation 173</p> <p>Props 175</p> <p>The Sixth P Is for Player 176</p> <p>Party Game Mechanisms 176</p> <p>Knowledge 176</p> <p>Word Play 177</p> <p>Guessing 178</p> <p>Memory 178</p> <p>Acting 179</p> <p>Drawing/Creating 180</p> <p>Betting 181</p> <p>Bluffing 183</p> <p>Repetition 184</p> <p>Movement 184</p> <p>Observation 184</p> <p>Judging 185</p> <p>Let’s Make a Party Game 185</p> <p>Step 1: Create the Rules 186</p> <p>Step 2: Playtest the Game 186</p> <p>Step 3: Change the Rules 187</p> <p>Step 4: Change a Number 187</p> <p>Step 5: Change the Objective 188</p> <p>Step 6: Add a Mechanism 188</p> <p>Step 7: Change the Theme 188</p> <p>Ten Party Games to Play 190</p> <p><b>Chapter 7 Let’s Make a Board Game 193</b></p> <p>Board Games of Antiquity 194</p> <p>Mancala 195</p> <p>The Royal Game of Ur 196</p> <p>Mehen 197</p> <p>Senet 198</p> <p>Nine Man’s Morris 199</p> <p>Chess 199</p> <p>Backgammon 200</p> <p>Hnefatafl 201</p> <p>Snakes and Ladders 201</p> <p>Ancient Games Are Still Around 201</p> <p>Types and Elements of Game Boards 202</p> <p>Game Board Grids 203</p> <p>Game Board Tracks 203</p> <p>Game Board Spaces 204</p> <p>Victory Tracks 206</p> <p>Maps 207</p> <p>Terrain 208</p> <p>Abstraction and Symbolism 211</p> <p>How to Make a Game Board 215</p> <p>Understanding Abstract Games 216</p> <p>Traits of an Abstract Game 218</p> <p>The Concept of Elegance 219</p> <p>Abstract Game Mechanisms 220</p> <p>Word Game Mechanisms 221</p> <p>Let’s Design an Abstract Game 224</p> <p>Step 1: Create the Rules 227</p> <p>Step 2: Playtest the Game 228</p> <p>Step 3: Change the Rules 229</p> <p>Step 4: Change a Number 230</p> <p>Step 5: Change the Objective 230</p> <p>Step 6: Add a Mechanism 231</p> <p>Step 7: Change the Theme 231</p> <p>The Mensa Select Award 232</p> <p>10 Abstract Board Games You Need to Play 233</p> <p><b>Chapter 8 Let’s Make a Euro-Style Strategy Game 235</b></p> <p>A Short History of the “German Game” 235</p> <p>The German Game Becomes the Euro-Game 238</p> <p>Euro-Game Traits 239</p> <p>Lack of “Luck” 240</p> <p>Lack of Conflict 241</p> <p>Loss 242</p> <p>Emphasis on Construction/Growth 242</p> <p>Exotic Settings 243</p> <p>Lack of Theming 245</p> <p>Goals 245</p> <p>Balancing Mechanisms 246</p> <p>Catch-up Mechanisms 246</p> <p>Shorter Playing Time 247</p> <p>Wood Components Rather Than Plastic 247</p> <p>Crunchiness and Weightiness 248</p> <p>Euro-Game Mechanisms 249</p> <p>Action Points 249</p> <p>Action/Role Selection 251</p> <p>Arrangement 252</p> <p>Auction/Bidding 252</p> <p>Building 253</p> <p>Bag-Builder 254</p> <p>Buying/Market 255</p> <p>Choosing 255</p> <p>Cooperation 256</p> <p>Engine-Builder 257</p> <p>Income 257</p> <p>Negotiation 258</p> <p>Placement 258</p> <p>Follow Action 262</p> <p>Seeking Information 263</p> <p>Set Collection 263</p> <p>Trading/Deal-Making 264</p> <p>Rondels 265</p> <p>Victory Track 266</p> <p>Gaming Is for Everyone 266</p> <p>Color Blind Accessibility 266</p> <p>Language Dependency 267</p> <p>Character Diversity and Portrayal 267</p> <p>Let’s Design a Euro-Game 267</p> <p>Components of Riverside 268</p> <p>Step 1: Create the Rules 271</p> <p>Step 2: Playtest the Game 271</p> <p>Step 3: Change the Rules 272</p> <p>Step 4: Change a Number 273</p> <p>Step 5: Change the Objective 273</p> <p>Step 6: Add a Mechanism 274</p> <p>Step 7: Change the Theme 276</p> <p>Some Euro-Games to Play 277</p> <p><b>Chapter 9 Let’s Make a Thematic Strategy Game 281</b></p> <p>A History of Thematic Games 281</p> <p>The Adventure Is Yours 284</p> <p>Meanwhile Over in England 286</p> <p>The Secret Origin of Ameritrash 287</p> <p>Traits of Thematic Games 289</p> <p>Intellectual Property 291</p> <p>Any Theme Can Be a Game 293</p> <p>Stories in Games 295</p> <p>Players Have Wishes 297</p> <p>Adding Drama and Conflict 298</p> <p>Strategy vs Tactics 301</p> <p>Unraveling Complexity 302</p> <p>Bring on the Bling 305</p> <p>Making Miniatures 309</p> <p>Collectability 311</p> <p>The Gimmick 312</p> <p>Thematic Mechanisms 316</p> <p>Variable Player Powers and Characters 316</p> <p>Leveling 318</p> <p>Upgrades 320</p> <p>Crafting 321</p> <p>Action Points 321</p> <p>Action Selection 321</p> <p>Movement 322</p> <p>Take-That 323</p> <p>Fighting and Combat 324</p> <p>Player Death and Elimination 326</p> <p>Area Control 327</p> <p>Timer 328</p> <p>Doom Track 328</p> <p>Race 328</p> <p>Deduction 329</p> <p>Voting 332</p> <p>Let’s Design a Thematic Game 332</p> <p>Step 1: Creating the Game Board/Tiles 334</p> <p>Step 2: Creating the Characters 339</p> <p>Step 3: Creating the Denizens and Hit Tokens 340</p> <p>Step 4: Creating the Dice 342</p> <p>Step 5: Create the Rules 342</p> <p>Step 6: Playtest the Game 344</p> <p>Step 7: Change the Rules 344</p> <p>Step 8: Change a Number 346</p> <p>Step 9: Change the Objective 346</p> <p>Step 10: Add a Mechanism 347</p> <p>Step 11: Change the Theme 348</p> <p>Some Thematic Games to Play 349</p> <p><b>Chapter 10 Let’s Sell a Board Game 351</b></p> <p>Why Sell Your Board Game? 351</p> <p>First Things First 352</p> <p>The Importance of Sell-Sheets 354</p> <p>The Pitch Presentation 357</p> <p>The Pitch Video 363</p> <p>The Digital Solution 366</p> <p>Playtesting Events 367</p> <p>Selecting a Publisher 368</p> <p>Meeting with Publishers 370</p> <p>Contracts and Money 373</p> <p>Licensing Your Game 373</p> <p>Credit Where Credit Is Due 374</p> <p>The Advance 374</p> <p>Royalty Rate 375</p> <p>Other Rights and Issues 376</p> <p>Complimentary Copies 376</p> <p>Rights Reversion 377</p> <p>Media and Products 377</p> <p>Always Be Selling 377</p> <p>Self-Funding 378</p> <p>Crowdfunding 379</p> <p>Marketing 380</p> <p>Previews 380</p> <p>The Campaign 380</p> <p>Add-ons and Stretch Goals 382</p> <p>Production 383</p> <p>Pricing 385</p> <p>Shipping, Storing, and Distribution 386</p> <p><b>Chapter 11 Let’s Do It All Over Again! 389</b></p> <p>Starting with a Mechanism (or Two) 389</p> <p>Starting with the Theme 390</p> <p>Starting with a Story 391</p> <p>Starting with the Title 391</p> <p>Start with Components 392</p> <p>Starting with the Player Count 392</p> <p>Starting with a “Moment” 393</p> <p>Starting with an Experience 393</p> <p>Starting with the Publisher’s Need 394</p> <p>Carrying a Sketchbook 394</p> <p>Inspiration for Amateurs 394</p> <p>Preventing Game Designer Burnout 395</p> <p>One Last Bit of Advice 396</p> <p><b>Appendix A Let’s Make a Game Prototyping Kit! 399</b></p> <p><b>Appendix B Sell-Sheet Examples 403</b></p> <p>Who’s Hue? 404</p> <p>Dynamite Ridge Railroad 406</p> <p>Castle Climbers 408</p> <p>A Town Called Showdown 410</p> <p>Index 413</p>
<p><b>Scott Rogers</b> has been a professional game designer for thirty years. He has designed many tabletop games including <i>Rayguns and Rocketships, Pantone: The Game, ALIEN: Fate of the Nostromo</i>, and was featured in the 2020 documentary <i>Gamemaster</i>. He is the author of the best selling book <i>Level Up! The Guide to Great Video Game Design</i>. Scott has taught at USC and the New York Film Academy and now he’s ready to teach YOU!
<p><b>CREATE YOUR OWN TABLETOP GAMES!</b> <p><b><i>Your Turn!</i> is the intuitive and fun guide to designing tabletop games for both novices and experienced professionals!</b> <p>Ready to master the art of designing, prototyping, and testing tabletop games? <i>Your Turn!</i> guides you through the process, from idea to execution. Create SIX original tabletop games to pitch and sell! Unleash your creativity and conquer the industry with YOUR captivating game designs! <p>Unlock the wealth of knowledge within <i>Your Turn!</i> Master game mechanisms, theories, and history to become a tabletop gaming expert! Elevate YOUR designs and create unforgettable experiences with this invaluable resource by your side!

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