Commissions
One of the best ways to understand iterative design is to study the processes of other game designers. How do they come up with ideas for games? How do they implement, playtest, and refine these ideas? How do their games evolve and change during the design process? In order to present possible answers to these questions, we commissioned four game designers to create games specifically for this book. We asked each designer to design a game that could be printed and played as a supplement to the game design principles covered in the text. In addition (as if that weren't enough!), we asked them to keep a log of their design process, as a way to share the bumps, battles, and roadblocks encountered along the way. These design dairies are rich and varied documents that detail the experience of game design itself. Although each designer presents a very different point of view, all of them make rigorous use of an iterative design process. And in our humble opinion, the commissioned games are all fun to play. Of course, you will have to decide for yourself. The four games and their accompanying design logs appear in different sections of the book, supplementing a particular chapter or set of chapters. The games use different sets of materials, some printed in the book, others you provide, such as dice, game tokens, or a deck of playing cards. Kira Snyder's game uses the book itself as a game material, whereas Richard Garfield's game uses a gameboard that you must photocopy in order to play. Each game includes a synopsis and rule set, but below is a quick overview of each. Richard Garfield: Sibling Rivalry (page 106) A board game for two or more players, Sibling Rivalry is a game of conflict between misbehaving siblings. Players roll dice and move along a series of "tracks" on a board,trying their best to behave badly while still avoiding detection and punishmen bytheir parents.
Frank Lantz: Ironclad (page 284) Ironclad is a two-payer game composed of two "sub-games" played simultaneously onthe same board. One is a game of arena combat between opposing teams of massive,armed robots. The other is a game about two logicians attempting to resolve a philo sophical debate. Players play in both games each turn, and no one is certain which game is actually being played until one of the sets of victory conditions is met. Ironclad is played on a checkerboard grid, with Go stones and Checkers pieces. Kira Snyder: Sneak (page 490) Sneak is a game of social deception, played with four or more players. One player among the group is secretly assigned the status of double agent, known as the Sneak. Information printed within this book provides players with actions to help reveal who among the group is the Sneak. Earn the most points by successfully identifying the Sneak and by fooling other players into guessing incorrectly. James Ernest: Caribbean Star (page 588) Played with a deck of ordinary playing cards, Caribbean Star is a battle between two cruise ship magicians who have been accidentally booked on the same ship. The magicians have exactly one week to prove who is the better magician, a feat that is played out as the magicians show off their skills by strategically composing entertaining magic shows out of cards. To give insight into a more involved game design process, we commissioned one additional essay. Written by the prolific board game designer Reiner Knizia, the essay describes the conceptual and practical process of designing the Lord of the Rings Board Game. This detailed account of his iterative design process appears immediately following this chapter.