This is a book for Game Designers to help them make an original masterpiece or to simply not mess up their game!
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Release Date: Early 2027
I have been passionate about board games for over 30 years now (since age 12) I started writing ideas in notebooks for school and even kept most of them. Throughout my teens they were mostly childs play as I was simply modifying what already existed however, once I got into my 20s thats when the real fun began. Coming up with all my own original ideas and organizing them into different journals I have kept to this day, but not without a few tragic losses of course. Through my college years I decided Psychology was a formittible field to learn about what makes things "fun" and applied all that knowledge to the gaming world. I wanted to keep the personal social aspect to gaming so i decided to double down on board games rather than video games or using much technology. By age 30 I had over a dozen games completed, very diverse from each other because I wanted to see the range of what I could make. In my 30's I left USA and started a lovely family as I continued to develop more innovative games until now, I am finally ready to publish them throughout my 40's. I am releasing this book as a tool I use to help me create original games, a conglomoration of guides and tables that dive deep into the mind and logic behind making a game from start to finish.
The essential book for any board game designer:
Chapter 1 Nexus Notes: Important aspects for designing a game.
Chapter 2 Realm of Resonance: Storytelling and meaning.
Chaper 3 Material Medium: Game components and materials used.
Chapter 4 Pith of Planes: Abstract understading of spatial elements.
Chapter 5 Tides of Time: Abstract understanding of turns and time.
Chapter 6 Backbone of Balance: Ways to make sure everything is fair.
Chapter 7 Petrified Winds: Organizing common mechanics and adding more.
Chapter 8 Keys of Objectives: Listing ways to win or end any game or missions.
Chapter 9 Strategy Atlas: Strategy concepts to aid in rule specifics.
Chapter 10 Strategy Charts: Organizing these strategy concepts.
Chapter 11 Gorgon Compass: Who/What/Where/When/How.
Chapter 12 Forgotten Future: Mental benefits or what players learn.
Chapter 13 Gambit Guide: Randomly generating your own board game. Also described in the "Build a Game" tab on this site.