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Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms [Kõva köide]

  • Formaat: Hardback, 492 pages, kõrgus x laius: 229x152 mm, kaal: 807 g, 185 Halftones, black and white
  • Ilmumisaeg: 08-Jul-2019
  • Kirjastus: CRC Press
  • ISBN-10: 1138365521
  • ISBN-13: 9781138365520
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  • Formaat: Hardback, 492 pages, kõrgus x laius: 229x152 mm, kaal: 807 g, 185 Halftones, black and white
  • Ilmumisaeg: 08-Jul-2019
  • Kirjastus: CRC Press
  • ISBN-10: 1138365521
  • ISBN-13: 9781138365520
Teised raamatud teemal:
Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms compiles hundreds of different mechanisms, organized by category. Each has a description of how it works, discussion of its pros and cons, how it can be implemented, and examples of specific games that use it. Building Blocks can be read cover to cover, used as a reference when looking for inspiration for a new design, help solving a specific problem, or assist in getting unstuck in the midst of a project. This book, the first to collect mechanisms like this in the tabletop game design field, aims to be a practical guide that will be a great starting point for beginning designers, a handy guidebook for the experienced, and an ideal classroom textbook.

Key Features











The first compendium of its kind in the tabletop game field.





Covers the nuts and bolts of design to resolve specific challenges.





Serves as a practical guide, a great starting point for beginning designers, and a reference for seasoned professionals.





Contains discussion of a series of standalone mechanisms, in a standard format and style, with cross-links to related mechanics and specific examples.





Includes hundreds of mechanism entries with accompanying diagrams and sample games to study.





Ideal for professional or classroom use.

Arvustused

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 arms 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 Ive seen to date.

- Matt Leacock, creator of Pandemic

Foreword xiii
Acknowledgments xvii
Authors xix
Introduction xxi
1 Game Structure
STR-01 Competitive Games
2(2)
STR-02 Cooperative Games
4(4)
STR-03 Team-Based Games
8(4)
STR-04 Solo Games
12(3)
STR-05 Semi-Cooperative Games
15(2)
STR-06 Single Loser Games
17(2)
STR-07 Traitor Games
19(2)
STR-08 Scenario/Mission/Campaign Games
21(2)
STR-09 Score-and-Reset Games
23(2)
STR-10 Legacy Games
25(4)
2 Turn Order and Structure 29(42)
Terminology
30(2)
TRN-01 Fixed Turn Order
32(2)
TRN-02 Stat Turn Order
34(2)
TRN-03 Bid Turn Order
36(2)
TRN-04 Progressive Turn Order
38(3)
TRN-05 Claim Turn Order
41(3)
TRN-06 Pass Order
44(2)
TRN-07 Real-Time
46(3)
TRN-08 Punctuated Real-Time
49(2)
TRN-09 Simultaneous Action Selection
51(2)
TRN-10 Role Order
53(2)
TRN-11 Random Turn Order
55(2)
TRN-12 Action Timer
57(2)
TRN-13 Time Track
59(2)
TRN-14 Passed Action Token
61(3)
TRN-15 Interleaved vs. Sequential Phases
64(2)
TRN-16 Lose a Turn
66(2)
TRN-17 Interrupts
68(3)
3 Actions 71(42)
ACT-01 Action Points
72(2)
ACT-02 Action Drafting
74(2)
ACT-03 Action Retrieval
76(2)
ACT-04 Action/Event
78(2)
ACT-05 Command Cards
80(2)
ACT-06 Action Queue
82(3)
ACT-07 Shared Action Queue
85(2)
ACT-08 Follow
87(2)
ACT-09 Order Counters
89(2)
ACT-10 Rondel
91(2)
ACT-11 Action Selection Restrictions
93(2)
ACT-12 Variable Player Powers
95(2)
ACT-13 Once-Per-Game Abilities
97(2)
ACT-14 Advantage Token
99(2)
ACT-15 Gating and Unlocking
101(3)
ACT-16 Tech Trees/Tech Tracks/Track Bonuses
104(3)
ACT-17 Events
107(2)
ACT-18 Narrative Choice
109(4)
4 Resolution 113(50)
RES-01 High Number
114(3)
RES-02 Stat Check
117(2)
RES-03 Critical Hits and Failures
119(2)
RES-04 Ratio/Combat Results Table
121(2)
RES-05 Die Icons
123(3)
RES-06 Card Play
126(2)
RES-07 Rock, Paper, Scissors
128(2)
RES-08 Prisoner's Dilemma
130(3)
RES-09 Alternate Removal
133(2)
RES-10 Physical Action
135(3)
RES-11 Static Capture
138(2)
RES-12 Enclosure
140(2)
RES-13 Minimap
142(2)
RES-14 Force Commitment
144(2)
RES-15 Voting
146(2)
RES-16 Player Judge
148(2)
RES-17 Targeted Clues
150(2)
RES-18 Tie-Breakers
152(3)
RES-19 Dice Selection
155(2)
RES-20 Action Speed
157(2)
RES-21 Rerolling and Locking
159(2)
RES-22 Kill Steal
161(2)
5 Game End and Victory 163(44)
VIC-01 Victory Points from Game State
164(3)
VIC-02 Victory Points from Player Actions
167(2)
VIC-03 Temporary and Permanent Victory Points
169(2)
VIC-04 Victory Points as a Resource
171(2)
VIC-05 Hidden and Exposed Victory Points
173(2)
VIC-06 End-Game Bonuses
175(2)
VIC-07 Race
177(2)
VIC-08 Player Elimination
179(3)
VIC-09 Fixed Number of Rounds
182(2)
VIC-10 Exhausting Resources
184(2)
VIC-11 Completing Targets
186(2)
VIC-12 Fixed Number of Events
188(2)
VIC-13 Elapsed Real Time
190(2)
VIC-14 Connections
192(2)
VIC-15 Circuit Breaker/Sudden Death
194(2)
VIC-16 Finale
196(2)
VIC-17 King of the Hill
198(2)
VIC-18 Catch the Leader
200(2)
VIC-19 Tug of War
202(2)
VIC-20 Highest Lowest
204(3)
6 Uncertainty 207(34)
UNC-01 Betting and Bluffing
209(4)
UNC-02 Push-Your-Luck
213(4)
UNC-03 Memory
217(3)
UNC-04 Hidden Roles
220(5)
UNC-05 Roles with Asymmetric Information
225(3)
UNC-06 Communication Limits
228(2)
UNC-07 Unknown Information
230(2)
UNC-08 Hidden Information
232(2)
UNC-09 Probability Management
234(2)
UNC-10 Variable Setup
236(2)
UNC-11 Hidden Control
238(3)
7 Economics 241(42)
ECO-01 Exchanging
242(3)
ECO-02 Trading
245(2)
ECO-03 Market
247(3)
ECO-04 Delayed Purchase
250(2)
ECO-05 Income
252(2)
ECO-06 Automatic Resource Growth
254(2)
ECO-07 Loans
256(2)
ECO-08 Always Available Purchases
258(2)
ECO-09 I Cut, You Choose
260(2)
ECO-10 Discounts
262(2)
ECO-11 Upgrades
264(2)
ECO-12 Random Production
266(2)
ECO-13 Investment
268(2)
ECO-14 Ownership
270(2)
ECO-15 Contracts
272(2)
ECO-16 Bribery
274(2)
ECO-17 Increase Value of Unchosen Resources
276(2)
ECO-18 NECOtiation
278(2)
ECO-19 Alliances
280(3)
8 Auctions 283(44)
AUC-01 Open Auction
285(2)
AUC-02 English Auction
287(3)
AUC-03 Turn Order Until Pass Auction
290(3)
AUC-04 Sealed-Bid Auction
293(3)
AUC-05 Sealed Bid with Cancellation
296(2)
AUC-06 Constrained Bidding
298(3)
AUC-07 Once-Around Auction
301(2)
AUC-08 Dutch Auction
303(4)
AUC-09 Second-Bid Auction
307(3)
AUC-10 Selection Order Bid
310(2)
AUC-11 Multiple-Lot Auction
312(3)
AUC-12 Closed-Economy Auction
315(2)
AUC-13 Reverse Auction
317(3)
AUC-14 Dexterity Auction
320(2)
AUC-15 Fixed-Placement Auction
322(3)
AUC-16 Dutch Priority Auction
325(2)
9 Worker Placement 327(22)
WPL-01 Standard Worker Placement
329(2)
WPL-02 Workers of Differing Types
331(2)
WPL-03 Acquiring and Losing Workers
333(2)
WPL-04 Workers-As-Dice
335(2)
WPL-05 Adding and Blocking Buildings
337(3)
WPL-06 Single Workers
340(2)
WPL-07 Building Actions and Rewards
342(2)
WPL-08 Turn Order and Resolution Order
344(5)
10 Movement 349(52)
MOV-01 Tessellation
351(4)
MOV-02 Roll and Move
355(2)
MOV-03 Pattern Movement
357(2)
MOV-04 Movement Points
359(2)
MOV-05 Resource to Move
361(2)
MOV-06 Measurement
363(2)
MOV-07 Different Dice
365(2)
MOV-08 Drift
367(2)
MOV-09 Impulse
369(2)
MOV-10 Programmed Movement
371(2)
MOV-11 Relative Position
373(2)
MOV-12 Mancala
375(2)
MOV-13 Chaining
377(2)
MOV-14 Bias
379(2)
MOV-15 Moving Multiple Units
381(2)
MOV-16 Map Addition
383(2)
MOV-17 Map Reduction
385(2)
MOV-18 Map Deformation
387(2)
MOV-19 Move Through Deck
389(1)
MOV-20 Movement Template
390(2)
MOV-21 Pieces as Map
392(2)
MOV-22 Multiple Maps
394(2)
MOV-23 Shortcuts
396(1)
MOV-24 Hidden Movement
397(4)
11 Area Control 401(20)
ARC-01 Absolute Control
402(2)
ARC-02 Area Majority/Influence
404(3)
ARC-03 Troop Types
407(3)
ARC-04 Territories and Regions
410(2)
ARC-05 Area Parameters
412(2)
ARC-06 Force Projection
414(2)
ARC-07 Zone of Control
416(2)
ARC-08 Line of Sight
418(3)
12 Set Collection 421(20)
SET-01 Set Valuation
423(4)
SET-02 Tile-Laying
427(3)
SET-03 Grid Coverage
430(3)
SET-04 Network Building
433(4)
SET-05 Combo Abilities
437(4)
13 Card Mechanisms 441(22)
CAR-01 Trick Taking
443(3)
CAR-02 Ladder Climbing
446(2)
CAR-03 Melding and Splaying
448(2)
CAR-04 Card Draw, Limits and Deck Exhaustion
450(3)
CAR-05 Deck Building
453(4)
CAR-06 Drafting
457(6)
Game Index 463
Geoffrey Engelstein - is the designer of many tabletop games, including The Ares Project, the Space Cadets series, The Dragon & Flagon, The Expanse, and more. He is the host of Ludology, a bi-weekly podcast about game design in its seventh year, and a ten-year contributor to the Dice Tower podcast with his biweekly GameTek segments discussing the math, science, and psychology of games. He has published GameTek: The Math and Science of Gaming, which was re-published by Harper-Collins in early 2019. 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. When not talking about, designing, or playing games, Geoff runs Mars International, a product development firm focusing on consumer and medical device engineering. He has a BS in Physics and a BS in Electrical Engineering from the Massachusetts Institute of Technology.



Isaac Shalev - is the designer, together with his longtime collaborator Matt Loomis, of a variety of board games including Seikatsu, Ravenous River and Show & Tile . He is also the co-host of On Board Games, one of the longest-running and most-respected tabletop game podcasts. Over the last five years, Isaac has interviewed people from every corner of the industry including top designers, publishers, distributors, illustrators, convention-runners, store-owners and more, and brought their insights to the gaming community at large. Isaac also writes about game design at www.kindfortress.com and his series on Tabletop Game Design Patterns is a favorite among game designers. Isaac's eclectic work in the game industry includes advising publishers, editing rulebooks, speaking about game design at schools, running board gaming fundraisers, and organizing PACT - the Playtesters Alliance of Connecticut. When he's not playing games, making games, or talking about games Isaac runs Sage70, Inc., a data strategy consultancy that works exclusively with nonprofit organizations. Isaac lives in Stamford, CT with his wife, three kids, a dog, and a lawn that grows unreasonably quickly.