Mike Selinker



Download Full Text (8.3 MB)

No. of Pages



The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again.

"Pull up a chair and see how the world's top game designers roll. You want your games to be many things: Creative. Innovative. Playable. Fun. If you're a designer, add "published" to that list. The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again. Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business"-- Amazon.com.


Open Design LLC


Kirkland, WA

Publication Date



936781042; 9781936781041


Board games, board games design and construction


Game Design | Industrial and Product Design | Interdisciplinary Arts and Media

Table of Contents

Part 1: Concepting. The game is not the rules -- James Ernest -- Play more games -- Richard Garfield -- Pacing gameplay: three-act structure just like God and Aristotle intended -- Jeff Tidball ; Metaphor vs. mechanics -- Matt Forbeck -- Whose game is it anyway? -- Mike Selinker -- Part 2: Design. How I design a game -- Andrew Looney -- Design intuitively -- Rob Daviau -- Come on in and stay a while: designing gateway games to create new gamers -- Lisa Steenson -- The most beautiful game mechanics -- Mike Selinker -- Strategy is luck -- James Ernest -- Let's make it interesting: designing gambling games -- James Ernest -- Part 3: Development. Developing dominion: what game development is all about -- Dale Yu -- Thinking exponentially: the tricky task of imbalancing collectible games -- Paul Peterson -- Stealing the fun -- Dave Howell -- Writing precise rules -- Mike Selinker -- It's not done till they say it's done: the who, what, where, when, and why of playtesting -- Teeuwynn Woodruff -- Part 4: Presentation. Amazing errors in prototyping -- Steve Jackson -- Everything you always wanted to know about prototypes (but were afraid to ask) -- Dale Yu - Life's a pitch: how to license your game -- Richard C. Levy - Getting your game published: The process from proposal to print -- Michelle Nephew.


Lead Author and Editor: Mile Selinker.

Essay Authors: Rob Daviau, James Ernest, Matt Forbeck, Richard Garfield, Dave Howell, Steve Jackson, Richard C. Levy, Andrew Looney, Michelle Nephew, Paul Peterson, Lisa Steenson, Jeff Tidball, Teeuwynn Woodruff, Dale Yu.

Cover Artist: John Kovalic.

Proofreader: Miranda Horner.

Layout: Anne Trent.

Publisher: Wolfgang Baur.

"I wish I had a book like this twenty years ago."- Bruno Faidutti, designer of Citadels (Front cover).

The Kobold Guide to Board Game Design