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ویرایش:
نویسندگان: Scott Rogers
سری:
ISBN (شابک) : 9781119981596, 9781119981602
ناشر: John Wiley & Sons
سال نشر: 2024
تعداد صفحات: xxix; 428
[461]
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 27 Mb
در صورت تبدیل فایل کتاب Your Turn!: The Guide to Great Tabletop Game Design 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 نوبت شماست!: راهنمای طراحی عالی بازی رومیزی 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.
چه یک حرفه ای مبتدی یا با تجربه باشید، این راهنمای ساده برای طراحی بازی های رومیزی برای شما مناسب است! به نوبت شما! راهنمای طراحی بازی بزرگ رومیزی، طراح کهنهکار بازی اسکات راجرز - خالق بازیهای رومیزی از جمله Rayguns و Rocketships، Pantone the Game و ALIEN: Fate of the Nostromo - یک راهحل عملی را ارائه میدهد تا به شما کمک کند بیش از نیمی از نمونههای اولیه بازی را ایجاد کنید. از جمله تاس، کارت، یورو، مینیاتور، و بازی های مهمانی. این کتاب مملو از دستورالعملهای ساده، تصاویر جذاب، و درسهای عملی مبتنی بر دانش و تجربه اثباتشده نویسنده است. و هنگامی که بازی خود را ساختید، نوبت شماست! به شما یاد می دهد که چگونه آن را تهیه، عرضه و بفروشید چه از طریق سرمایه گذاری جمعی و چه از طریق ناشر. همچنین میآموزید که چگونه: بنویسید و قوانین بازی زیبا و شفاف بنویسید. بازیهای خود را برای بهبود کیفیت، رفع مشکلات و جمعآوری بازخورد آزمایش کنید. بازی کنید و چرا آنها برای طراحی بازی شما بسیار مهم هستند! نوبت شماست! راهنمای ضروری برای تمرین و مشتاق طراحان بازی رومیزی در همه جا است! چرا منتظر بمانید تا بازی رومیزی رویاهایتان را بسازید؟ این کتاب را بگیرید و برای نوبت خود آماده شوید!
Whether you are a novice or experienced pro, this easy-to-follow guide to designing board games is for you! In Your Turn! The Guide to Great Tabletop Game Design, veteran game designer Scott Rogers—creator of tabletop games including Rayguns and Rocketships, Pantone the Game and ALIEN: Fate of the Nostromo—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. And once you\'ve made your game, Your Turn! will teach you how to prepare, pitch and sell it whether through crowdfunding or a publisher. You’ll also learn how to: Write and create elegant and crystal-clear rules of play Playtest your games to improve quality, fix problems, and gather feedback Learn what players want and how to design for it Learn the secrets of the Six Zones of Play and why they are so important to your game design! Your Turn! 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!
Cover Page Title Page Copyright Page Acknowledgments About the Author Contents Hi There! A Game Designer Plays All the Games! Chapter 1 Let’s Make a Board Game! The Game Board A Brief Note About Components Getting Started How to Make a Game Board Let’s Make Improve the Game! Change a Number Change a Component Change a Rule Change the Theme: An Introduction to Theme and Genre Chapter 2 Writing Rule Books Is Hard The Problem with Rule Books Problem #1: There Can Be Only One (Reader) Problem #2: Front-End Information Overload Problem #3: Rule Book Length Problem #4: Edge Cases Tricks to Writing Rule Books Trick #1: Rules Are Stories Trick #2: Use The Six Zones of Play Trick #3: I Am Talking to “You” Trick #4: Use Command Statements Trick #5: Include Pictures Trick #6: Add Callouts What Every Good Rule Book Needs Creating an Introduction List of Components Game Setup The Goal of the Game General Sequence of Play Detailed Sequence of Play End of Game Everyone Deserves Credit But Wait, There’s More Say What? Translating the Rules Chapter 3 The Chapter About Play Testing The Great Worry Let’s Start Starting Is This a Thing? Going Solo Do It by Design Gamers Game Games Friends and Family Blind Play Testing Publisher Play Testing Chapter 4 Let’s Make a Dice Game! Dice Basics Dice Mechanisms Rolling Rerolling Dice Determine Movement Dice Determine Combat Results Dice Placement Banking Dice Dice for Targeting Dice Builder Concealing Dice Dice Determine Actions Dice Determine Resources Dice of Different Colors Combination Matching Real-Time Rolling Roll and Write Dice Stacking Dice Crafting Dice as Counters Dice as Units Bluffing with Dice Pop-O-Matic Choosing the Right Dice Tools It’s Probably Due to Probability I Still Don’t Believe in Luck, But. . . Let’s Design a Dice Game Step 1: Create the Rules Step 2: Play Test the Game Step 3: Change the Rules Step 4: Change a Number Step 5: Change the Objective Step 6: Add a Mechanism Step 7: Change the Theme Creating Your Own Custom Dice Dice Games to Play Chapter 5 Let’s Make a Card Game! Let’s Create a Card! One Way to Make Cards Another Way to Make Cards Yet Another Way to Make a Card Here’s One More Way to Make a Card Even More Ways to Make a Card Print and Play Size Matters Clear Cards Pentagonal and Hexagonal Cards Circular Cards A Very Short History of Card Games An Order of Sides Card Mechanisms Components A Note About Probability and Cards Let’s Design a Card Game Step 1: Setting Up the Game Step 2: Create the Rules Step 3: Play Test the Game Step 4: Change the Rules Step 5: Change a Number Step 6: Change the Objective Step 7: Add a Mechanism Step 8: Change the Theme Let’s Share a Card Game! 10 Card Games to Play Chapter 6 Let’s Make a Party Game There Are Only Four Types of Party Games Traits of a Party Game Trait 1: Keep It Simple Trait 2: Few Components Trait 3: No Theme Required Trait 4: Accommodating the Players Trait 5: Playable Anywhere Trait 6: Interruptions Allowed Trait 7: Scoring at a Party Trait 8: Ageless The Five Ps of Party Games Permission Predictability Pace Presentation Props The Sixth P Is for Player Party Game Mechanisms Knowledge Word Play Guessing Memory Acting Drawing/Creating Betting Bluffing Repetition Movement Observation Judging Let’s Make a Party Game Step 1: Create the Rules Step 2: Playtest the Game Step 3: Change the Rules Step 4: Change a Number Step 5: Change the Objective Step 6: Add a Mechanism Step 7: Change the Theme Ten Party Games to Play Chapter 7 Let’s Make a Board Game Board Games of Antiquity Mancala The Royal Game of Ur Mehen Senet Nine Man’s Morris Chess Backgammon Hnefatafl Snakes and Ladders Ancient Games Are Still Around Types and Elements of Game Boards Game Board Grids Game Board Tracks Game Board Spaces Victory Tracks Maps Terrain Abstraction and Symbolism How to Make a Game Board Understanding Abstract Games Traits of an Abstract Game The Concept of Elegance Abstract Game Mechanisms Word Game Mechanisms Let’s Design an Abstract Game Step 1: Create the Rules Step 2: Playtest the Game Step 3: Change the Rules Step 4: Change a Number Step 5: Change the Objective Step 6: Add a Mechanism Step 7: Change the Theme The Mensa Select Award 10 Abstract Board Games You Need to Play Chapter 8 Let’s Make a Euro-Style Strategy Game A Short History of the “German Game” The German Game Becomes the Euro-Game Euro-Game Traits Lack of “Luck”2 Lack of Conflict Loss Emphasis on Construction/Growth Exotic Settings Lack of Theming Goals Balancing Mechanisms Catch-up Mechanisms Shorter Playing Time Wood Components Rather Than Plastic Crunchiness and Weightiness Euro-Game Mechanisms Action Points Action/Role Selection Arrangement Auction/Bidding Building Bag-Builder Buying/Market Choosing Cooperation Engine-Builder Income Negotiation Placement Follow Action Seeking Information Set Collection Trading/Deal-Making Rondels Victory Track Gaming Is for Everyone Color Blind Accessibility Language Dependency Character Diversity and Portrayal Let’s Design a Euro-Game Components of Riverside Step 1: Create the Rules Step 2: Playtest the Game Step 3: Change the Rules Step 4: Change a Number Step 5: Change the Objective Step 6: Add a Mechanism Step 7: Change the Theme Some Euro-Games to Play Chapter 9 Let’s Make a Thematic Strategy Game A History of Thematic Games The Adventure Is Yours Meanwhile Over in England The Secret Origin of Ameritrash Traits of Thematic Games Intellectual Property Any Theme Can Be a Game Stories in Games Players Have Wishes Adding Drama and Conflict Strategy vs. Tactics Unraveling Complexity Bring on the Bling Making Miniatures Collectability The Gimmick Thematic Mechanisms Variable Player Powers and Characters Leveling Upgrades Crafting Action Points Action Selection Movement Take-That Fighting and Combat Player Death and Elimination Area Control Timer Doom Track Race Deduction Voting Let’s Design a Thematic Game Step 1: Creating the Game Board/Tiles Step 2: Creating the Characters Step 3: Creating the Denizens and Hit Tokens Step 4: Creating the Dice Step 5: Create the Rules Step 6: Playtest the Game Step 7: Change the Rules Step 8: Change a Number Step 9: Change the Objective Step 10: Add a Mechanism Step 11: Change the Theme Some Thematic Games to Play Chapter 10 Let’s Sell a Board Game Why Sell Your Board Game? First Things First The Importance of Sell-Sheets The Pitch Presentation The Pitch Video The Digital Solution Playtesting Events Selecting a Publisher Meeting with Publishers Contracts and Money Licensing Your Game Credit Where Credit Is Due The Advance Royalty Rate Other Rights and Issues Complimentary Copies Rights Reversion Media and Products Always Be Selling Self-Funding Crowdfunding Marketing Previews The Campaign Add-ons and Stretch Goals Production Pricing Shipping, Storing, and Distribution Chapter 11 Let’s Do It All Over Again! Starting with a Mechanism (or Two) Starting with the Theme Starting with a Story Starting with the Title Start with Components Starting with the Player Count Starting with a “Moment” Starting with an Experience Starting with the Publisher’s Need Carrying a Sketchbook Inspiration for Amateurs Preventing Game Designer Burnout One Last Bit of Advice Appendix A Let’s Make a Game Prototyping Kit! Appendix BSell-Sheet Examples Who’s Hue? Dynamite Ridge Railroad Castle Climbers A Town Called Showdown Index EULA