Book · Draft edition · SIMCC

A Beginner’s Guide to Board Games

Design, build, test and share a game of your own.

A full-colour course book that teaches secondary school students to design, build, test, and present a board game of their own. Every chapter works through one broken example game, Market Day, and fixes a little more of it.

Format
A5, full colour
Readers
Students aged 12–17, and their teachers
Structure
5 parts · 28 chapters
Progress
Chapters 1–6 drafted · 13,000 words · 19 figures
Cover: A Beginner’s Guide to Board Games. Design, build, test and share a game of your own.

Look inside

Seven spreads from the first six chapters and the print-and-play pages. Click a page to see it full size.

ContentsSpread 1 of 7
Contents, parts I and IIContents, parts III to V
or use the arrow keys
A selection of pages from the draft edition. The full book is not published online.

Contents

  1. Part I

    Play like a designer

    Stop asking ‘was it fun?’ and start asking ‘what caused that?’

    1. 1What happened?Before you can fix a game, you need to know what actually happened in it.
    2. 2DecisionsA game is a string of choices. Some are real. Some only look real.
    3. 3Who is still playing?A game is only as good as it is for the player in last place.
    4. 4Where is the learning?A good game has more to learn than its rules.
    5. 5Reading a rulebookMost arguments at a game table start with one sentence in the rulebook.
  2. Part II

    The mechanism toolkit

    How each mechanism works, what it does to players, and when to use it.

    1. 6RandomnessLuck is not the enemy of a good game. Luck in the wrong place is.
    2. 7SnowballsComing soon
    3. 8Everyone at onceComing soon
    4. 9The shared poolComing soon
    5. 10Push your luckComing soon
    6. 11Hidden informationComing soon
    7. 12Scoring and endingsComing soon
    8. 13The economy in one pageComing soon
  3. Part III

    Build

    Go from an idea to a game that people can play, learn and pick up.

    1. 14The smallest playableComing soon
    2. 15ComponentsComing soon
    3. 16Writing rulesComing soon
    4. 17Teaching in three minutesComing soon
    5. 18Making it look like somethingComing soon
  4. Part IV

    Test and balance

    Evidence over opinion: test your game and let the results guide your changes.

    1. 19Running a playtestComing soon
    2. 20What the numbers tell youComing soon
    3. 21One thing at a timeComing soon
    4. 22The second playtestComing soon
    5. 23When to cutComing soon
  5. Part V

    Modes, formats and tournaments

    Take your finished game out into the world.

    1. 24Variants and modesComing soon
    2. 25FormatsComing soon
    3. 26Running a tournamentComing soon
    4. 27Tiebreakers and the judgeComing soon
    5. 28Publishing to the shelfComing soon

How it’s made

The book is built like software: one source, automated checks, and numbers that can be reproduced.