Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms

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کتاب بلوک های ساختمان طراحی بازی رومیزی: دایره المعارف مکانیزم ها نسخه زبان اصلی

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توضیحاتی در مورد کتاب Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms

نام کتاب : Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms
ویرایش : 2 ed.
عنوان ترجمه شده به فارسی : بلوک های ساختمان طراحی بازی رومیزی: دایره المعارف مکانیزم ها
سری :
نویسندگان : ,
ناشر : CRC Press
سال نشر : 2022
تعداد صفحات : 528 [628]
ISBN (شابک) : 1032015837 , 9781032015835
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 11 Mb



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توضیحاتی در مورد کتاب :




اگر بازی‌ها سرزمین‌هایی بودند که می‌توان کاوش کرد، برای یک کاوشگر آنقدر بزرگ بود که نمی‌توان آن را تسلط یافت. Building Blocks of Tabletop Game Design یک اطلس بسیار مورد نیاز برای کاوشگر است - چارچوبی از آنچه در یک بازی باید جستجو کرد و تمرکزی برای بازی که برای درک کل مفید خواهد بود را ارائه می دهد. 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 که 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:

  • تعریف مکانیسم
  • نمودار توضیحی مکانیسم
  • بحث در مورد نحوه استفاده از مکانیزم در بازی های موفق
  • ملاحظات پیاده سازی مکانیزم در طراحی های جدید

جفری انگلستین یک طراح بازی و مربی طرح های او شامل مجموعه کادت های فضایی، اژدها است


فهرست مطالب :


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

توضیحاتی در مورد کتاب به زبان اصلی :


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:

  • The definition of the mechanism
  • An explanatory diagram of the mechanism
  • Discussion of how the mechanism is used in successful games
  • Considerations for implementing the mechanism in new designs

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.




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