Your Turn!

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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!

    Autorentext

    Scott Rogers has been a professional game designer for thirty years. He has designed many tabletop games including Rayguns and Rocketships, Pantone: The Game, ALIEN: Fate of the Nostromo, and was featured in the 2020 documentary Gamemaster. He is the author of the best selling book Level Up! The Guide to Great Video Game Design. Scott has taught at USC and the New York Film Academy and now he's ready to teach YOU!

    Klappentext

    CREATE YOUR OWN TABLETOP GAMES! Your Turn! is the intuitive and fun guide to designing tabletop games for both novices and experienced professionals! Ready to master the art of designing, prototyping, and testing tabletop games? Your Turn! 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! Unlock the wealth of knowledge within Your Turn! 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!

    Inhalt

    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…

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09781119981596
    • Anzahl Seiten 464
    • Genre Crafts, Hobbies & DIY
    • Auflage 1. Auflage
    • Herausgeber Wiley John + Sons
    • Gewicht 771g
    • Größe H234mm x B185mm x T31mm
    • Jahr 2023
    • EAN 9781119981596
    • Format Kartonierter Einband
    • ISBN 978-1-119-98159-6
    • Veröffentlichung 17.10.2023
    • Titel Your Turn!
    • Autor Rogers Scott
    • Untertitel The Guide to Great Tabletop Game Design
    • Sprache Englisch

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