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از ساعت 7 صبح تا 10 شب
ویرایش: 2
نویسندگان: Geoffrey Engelstein. Isaac Shalev
سری:
ISBN (شابک) : 1032015837, 9781032015835
ناشر: CRC Press
سال نشر: 2022
تعداد صفحات: 628
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 11 مگابایت
در صورت تبدیل فایل کتاب Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب بلوک های ساختمان طراحی بازی رومیزی: دایره المعارف مکانیزم ها نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
اگر بازیها سرزمینهایی بودند که میتوان کاوش کرد، برای یک کاوشگر آنقدر بزرگ بود که نمیتوان آن را تسلط یافت. ساختن بلوکهای طراحی بازی رومیزی یک اطلس بسیار مورد نیاز برای کاوشگر است - چارچوبی از آنچه در یک بازی باید به دنبال آن بگردید، و تمرکزی برای بازی که برای درک کل مفید خواهد بود. محقق بازی این را ارزشمند خواهد یافت.
- ریچارد گارفیلد، خالق Magic: The Gathering
مردم در مورد هنر طراحی بازی یا هنر طراحی بازی صحبت می کنند. انگلستین و شالو در علم طراحی بازی با اسکالپل تیغی تیز هستند. وقتی روی بازیها کار میکنم، این کتاب در دسترس خواهد بود و انتظار دارم اغلب با آن مشورت شود.
- راب داویو، خالق ریسک: میراث و مدیر ارشد بازسازی بازسازی بازیها
جامعترین و کاملترین دایرهالمعارف مکانیزمهای بازی که تا به امروز دیدهام.
- Matt Leacock، خالق Pandemic:
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms صدها مکانیسم بازی را گردآوری می کند که بر اساس دسته بندی سازماندهی شده اند. بلوک های ساختمانی را می توان جلد به جلد خواند، به عنوان مرجعی برای حل یک مشکل طراحی خاص یا برای الهام گرفتن و تحقیق در مورد طرح های جدید استفاده کرد. این ویرایش دوم مکانیسمهای بیشتری را جمعآوری میکند، ورودیهای موجود را گسترش داده و بهروزرسانی میکند، و شامل عکسهای رنگی میشود. Building Blocksیک نقطه شروع عالی برای طراحان جدید، یک کتاب راهنمای مفید برای افراد با تجربه و یک مرجع ایده آل برای کلاس درس است.
هر ورودی مکانیسم های بازی شامل:
جفری انگلستین یک طراح بازی و مربی طرح های او شامل مجموعه کادت های فضایی، اژدها است
If games were lands to be explored, they would be far too large for one explorer to master. Building Blocks of Tabletop Game Design is a much-needed atlas for the explorer - giving a framework of what to look for in a game, and a focus for game play that will be useful for understanding the whole. The game scholar will find this invaluable.
- Richard Garfield, creator of Magic: The Gathering
People talk about the art of game design or the craft of game design. Engelstein and Shalev hone in on the science of game design with a razor-sharp scalpel. This book will be within arm’s reach as I work on games and I expect it to be consulted often.
- Rob Daviau, creator of Risk: Legacy and Chief Restoration Officer of Restoration Games
The most comprehensive and well-researched encyclopedia of game mechanisms that I’ve seen to date.
- Matt Leacock, creator of Pandemic:
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms compiles hundreds of game mechanisms, organized by category. Building Blocks can be read cover-to-cover, used as a reference to solve a specific design problem, or for inspiration and research on new designs. This second edition collects even more mechanisms, expands and updates existing entries, and includes color photographs. Building Blocks is a great starting point for new designers, a handy guidebook for the experienced, and an ideal classroom reference.
Each Game Mechanisms Entry Contains:
Geoffrey Engelstein is a game designer and educator. His designs include the Space Cadets series, The Dragon & Flagon, The Expanse, and Super Skill Pinball. He has published several books on game design, including GameTek: The Math and Science of Gaming, Achievement Relocked and Game Production. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design, and has been invited to speak about game design at PAX, GenCon, Metatopia, and the Game Developers Conference.
Isaac Shalev is a game designer, author and educational games consultant. Isaac has designed tabletop titles including Seikatsu, Waddle, and Show & Tile. Isaac runs Sage70, Inc., a data strategy and games-based learning consultancy that serves nonprofit organizations. Isaac lives in Cary, NC with his wife, three children, and a dog.
Cover Endorsement page Half Title Title Page Copyright Page Dedication Table of Contents List of Abbreviations Foreword Acknowledgments Author Bio Introduction Introduction to the Second Edition Chapter 1 Game Structure STR-01 Competitive Games Discussion STR-02 Cooperative Games Discussion STR-03 Team-Based Games Discussion STR-04 Solo Games Discussion STR-05 Semi-Cooperative Games Discussion STR-06 Single-Loser Games Discussion STR-07 Traitor Games Discussion STR-08 Scenario/Mission/Campaign Games Discussion STR-09 Score-and-Reset Games Discussion STR-10 Legacy Games Discussion Chapter 2 Turn Order and Structure Terminology TRN-01 Fixed Turn Order Discussion TRN-02 Stat Turn Order Discussion TRN-03 Bid Turn Order Discussion TRN-04 Progressive Turn Order Discussion TRN-05 Claim Turn Order Discussion TRN-06 Pass Order Discussion TRN-07 Real-Time Discussion TRN-08 Punctuated Real-Time Discussion TRN-09 Simultaneous Action Selection Discussion TRN-10 Role Order Discussion TRN-11 Random Turn Order Discussion TRN-12 Action Timer Discussion TRN-13 Time Track Discussion TRN-14 Passed Action Token Discussion TRN-15 Interleaved vs. Sequential Phases Discussion TRN-16 Lose a Turn Discussion TRN-17 Interrupts Discussion Chapter 3 Actions ACT-01 Action Points Discussion ACT-02 Action Drafting Discussion ACT-03 Action Retrieval Discussion ACT-04 Action/Event Discussion ACT-05 Command Cards Discussion ACT-06 Action Queue Discussion ACT-07 Shared Action Queue Discussion ACT-08 Follow Discussion ACT-09 Order Counters Discussion ACT-10 Rondel Discussion ACT-11 Action Selection Restrictions Discussion ACT-12 Variable Player Powers Discussion ACT-13 Once-Per-Game Abilities Discussion ACT-14 Advantage Token Discussion ACT-15 Gating and Unlocking Discussion ACT-16 Tech Trees/Tech Tracks/Track Bonuses Discussion ACT-17 Events Discussion ACT-18 Narrative Choice Discussion ACT-19 Bingo Discussion ACT-20 Layering Discussion ACT-21 Slide/Push Definition Discussion ACT-22 Matching Discussion ACT-23 Drawing Definition Discussion Chapter 4 Resolution RES-01 High Number Discussion RES-02 Stat Check Discussion RES-03 Critical Hits and Failures Discussion RES-04 Ratio/Combat Results Table Discussion RES-05 Die Icons Discussion RES-06 Card Play Discussion RES-07 Rock, Paper, Scissors Discussion RES-08 Prisoner’s Dilemma Discussion RES-09 Alternate Removal Discussion RES-10 Physical Action Discussion RES-11 Static Capture Discussion RES-12 Enclosure Discussion RES-13 Minimap Discussion RES-14 Force Commitment Discussion RES-15 Voting Discussion RES-16 Player Judge Discussion RES-17 Targeted Clues Discussion RES-18 Tiebreakers Discussion RES-19 Dice Selection Discussion RES-20 Action Speed Discussion RES-21 Rerolling and Locking Discussion RES-22 Kill Steal Discussion RES-23 Hot Potato Discussion RES-24 Flicking Discussion RES-25 Stacking and Balancing Discussion RES-26 Neighbor Scope Discussion Chapter 5 Game End and Victory VIC-01 Victory Points from Game State Discussion VIC-02 Victory Points from Player Actions Discussion VIC-03 Temporary and Permanent Victory Points Discussion VIC-04 Victory Points as a Resource Discussion VIC-05 Hidden and Exposed Victory Points Discussion VIC-06 End-Game Bonuses Discussion VIC-07 Race Discussion VIC-08 Player Elimination Discussion VIC-09 Fixed Number of Rounds Discussion VIC-10 Exhausting Resources Discussion VIC-11 Completing Targets Discussion VIC-12 Fixed Number of Events Discussion VIC-13 Elapsed Real Time Discussion VIC-14 Connections Discussion VIC-15 Circuit Breaker/Sudden Death Discussion VIC-16 Finale Discussion VIC-17 King of the Hill Discussion VIC-18 Catch the Leader Discussion VIC-19 Tug of War Discussion VIC-20 Highest Lowest Discussion VIC-21 Ordering Definition Chapter 6 Uncertainty UNC-01 Betting and Bluffing Discussion UNC-02 Push-Your-Luck Discussion UNC-03 Memory Discussion UNC-04 Hidden Roles Discussion UNC-05 Roles with Asymmetric Information Discussion UNC-06 Communication Limits Discussion UNC-07 Unknown Information Discussion UNC-08 Hidden Information Discussion UNC-09 Probability Management Discussion UNC-10 Variable Setup Discussion UNC-11 Hidden Control Discussion UNC-12 Deduction Discussion UNC-13 Induction Discussion UNC-14 Questions and Answers Discussion Chapter 7 Economics ECO-01 Exchanging Discussion ECO-02 Trading Discussion ECO-03 Market Discussion ECO-04 Delayed Purchase Discussion ECO-05 Income Discussion ECO-06 Automatic Resource Growth Discussion ECO-07 Loans Discussion ECO-08 Always Available Purchases Discussion ECO-09 I Cut, You Choose Discussion ECO-10 Discounts Discussion ECO-11 Upgrades Discussion ECO-12 Random Production Discussion ECO-13 Investment Discussion ECO-14 Ownership Discussion ECO-15 Contracts Discussion ECO-16 Bribery Discussion ECO-17 Increase Value of Unchosen Resources Discussion ECO-18 Negotiation Discussion ECO-19 Alliances Discussion ECO-20 Resource Queue Discussion Chapter 8 Auctions AUC-01 Open Auction Discussion AUC-02 English Auction Discussion AUC-03 Turn Order Until Pass Auction Discussion AUC-04 Sealed-Bid Auction Discussion AUC-05 Sealed Bid with Cancellation Discussion AUC-06 Constrained Bidding Discussion AUC-07 Once-Around Auction Discussion AUC-08 Dutch Auction Discussion AUC-09 Second-Bid Auction Discussion AUC-10 Selection Order Bid Discussion AUC-11 Multiple-Lot Auction Discussion AUC-12 Closed-Economy Auction Discussion AUC-13 Reverse Auction Discussion AUC-14 Dexterity Auction Discussion AUC-15 Fixed-Placement Auction Discussion AUC-16 Dutch Priority Auction Discussion AUC-17 Bids as Wagers Discussion AUC-18 Auction Compensation Discussion Chapter 9 Worker Placement WPL-01 Standard Worker Placement Discussion WPL-02 Workers of Differing Types Discussion WPL-03 Acquiring and Losing Workers Discussion WPL-04 Workers-As-Dice Discussion WPL-05 Adding and Blocking Buildings Discussion WPL-06 Single Workers Discussion WPL-07 Building Actions and Rewards Discussion WPL-08 Turn Order and Resolution Order Discussion Chapter 10 Movement MOV-01 Tessellation Discussion MOV-02 Roll and Move Discussion MOV-03 Pattern Movement Discussion MOV-04 Movement Points Discussion MOV-05 Resource to Move Discussion MOV-06 Measurement Discussion MOV-07 Different Dice Discussion MOV-08 Drift Discussion MOV-09 Impulse Discussion MOV-10 Programmed Movement Discussion MOV-11 Relative Position Discussion MOV-12 Mancala Discussion MOV-13 Chaining Discussion MOV-14 Bias Discussion MOV-15 Moving Multiple Units Discussion MOV-16 Map Addition Discussion MOV-17 Map Reduction Discussion MOV-18 Map Deformation Discussion MOV-19 Move Through Deck Discussion MOV-20 Movement Template Discussion MOV-21 Pieces as Map Discussion MOV-22 Multiple Maps Discussion MOV-23 Shortcuts Discussion MOV-24 Hidden Movement Discussion Chapter 11 Area Control ARC-01 Absolute Control Discussion ARC-02 Area Majority/Influence Discussion ARC-03 Troop Types Discussion ARC-04 Territories and Regions Discussion ARC-05 Area Parameters Discussion ARC-06 Force Projection Discussion ARC-07 Zone of Control Discussion ARC-08 Line of Sight Discussion Chapter 12 Set Collection SET-01 Set Valuation Discussion SET-02 Tile-Laying Discussion SET-03 Grid Coverage Discussion SET-04 Network Building Discussion SET-05 Combo Abilities Discussion Chapter 13 Card Mechanisms CAR-01 Trick-Taking Discussion CAR-02 Ladder Climbing Discussion CAR-03 Melding Discussion CAR-04 Card Draw, Limits, and Deck Exhaustion Discussion CAR-05 Deck Building Discussion CAR-06 Drafting Discussion CAR-07 Deck Construction Discussion CAR-08 Multi-Use Cards Definition Discussion CAR-09 Tags Discussion Game Index Index