Here are 100 books that The Kobold Guide to Board Game Design fans have personally recommended if you like
The Kobold Guide to Board Game Design.
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When I was in middle school, I’d spend much of my time in class daydreaming. Imagining myself in, say, a debate with someone I disagree with and going through a litany of scenarios where I’d try to convince that other person to change their mind. It’s a lot of fun. (My teachers would likely disagree.) When I grew older, I did more of that on my daily walks, and then about 11 years ago, I decided to start writing about creative ways to teach someone something they’re vehemently opposed to or just ambivalent about. I’ve published four books since then on this topic.
I bought this book when I first got into the field of data visualization. I wasn’t planning on learning how to create comics; I just wanted to see how someone from a different discipline—a comic artist—thought about position, color, meaning, and communicating a whole lot of things in a compact format.
The bestselling international classic on storytelling and visual communication "You must read this book." - Neil Gaiman Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the secret world between the panels, through the lines, and within the hidden symbols of a powerful but misunderstood art form.
It is April 1st, 2038. Day 60 of China's blockade of the rebel island of Taiwan.
The US government has agreed to provide Taiwan with a weapons system so advanced that it can disrupt the balance of power in the region. But what pilot would be crazy enough to run…
My passion as a teacher and writer is to help students and others interpret, understand and enjoy architecture and the built environment, and to help them respond in their own designs to the complexities of place, people, and construction. I have chosen five well-established books on analysing architecture that are highly illustrated, avoid jargon, can be explored rather than needing to be read sequentially cover-to-cover, and have lasting value. They offer guidance for beginning students and a checklist for the experienced. They are books to be kept handy and repeatedly consulted. Of course, analysing existing architecture is invaluable in designing new architecture. I hope you enjoy them.
The first three books on my list concentrate on building form and space, with little about function.
The ‘pattern language’ is different, mapping human activities onto appropriate built forms, and advocating repeated patterns that have been found to work.
Christopher Alexander wants us to use the patterns in designing responses to situations, but they also help to judge how well-built spaces fit their contexts in analysing architecture.
Although Alexander maps activities onto his own preferred design style, the patterns are not inherently specific to any style or period of architecture.
Despite being written 50 years ago, this one-of-a-kind book is still fresh and relevant.
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture,…
I have always loved game design – I love doing it, reading about it, thinking about it, and helping others do it. As you can see in the list, I’ve learned that sometimes what helps game designers most is getting inspiration from other fields. I hope these books help you as much as they helped me.
All game designers struggle with what it means to be creative, and whether they are doing it properly. What It Is and its companion book, Picture This are very personal guides to what it means to be a creative person, and are full of inspirational stories and very practical tips to create your best work and not get in your own way.
"Deliciously drawn (with fragments of collage worked into each page), insightful and bubbling with delight in the process of artistic creation. A+" -Salon
How do objects summon memories? What do real images feel like? For decades, these types of questions have permeated the pages of Lynda Barry's compositions, with words attracting pictures and conjuring places through a pen that first and foremost keeps on moving. What It Is demonstrates a tried-and-true creative method that is playful, powerful, and accessible to anyone with an inquisitive wish to write or to remember. Composed of completely new material, each page of Barry's first…
A Duke with rigid opinions, a Lady whose beliefs conflict with his, a long disputed parcel of land, a conniving neighbour, a desperate collaboration, a failure of trust, a love found despite it all.
Alexander Cavendish, Duke of Ravensworth, returned from war to find that his father and brother had…
I have always loved game design – I love doing it, reading about it, thinking about it, and helping others do it. As you can see in the list, I’ve learned that sometimes what helps game designers most is getting inspiration from other fields. I hope these books help you as much as they helped me.
A tremendous amount of what makes a great videogame happens at the millisecond level. In this realm that is invisible to most, tiny changes make for enormous differences in the way a game feels. If you would master the secret rules that make for a game that people can’t put down because it just feels so good to play, you are wise to read this book.
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.
The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or…
I have always been drawn to a world of fantasy adventure; be it books or movies made from classics or current adventures. Start with an interesting title and intertwine with romance or several, even better, and my heart is a flutter. I am known for my quirky titles, and I think I love to write these fantasy adventures intertwined with romance and talk about them on podcasts because life is too real. How wonderful when I and we need to escape reality these wonderful worlds are within our fingertips’ reach. I hope you enjoy the books on this list as much as I have!
I love the Jumanji series and how it has been brought to the big screen. How imaginative is it to incorporate time travel through a board game! The mysteries revealed, the friendships that build romance, the treachery.
The twist here is that the author does this with a Middle Eastern flair and builds a whole different imaginary world…
A trio of friends from New York City find themselves trapped inside a mechanical board game that they must dismantle in order to save themselves and generations of other children in this action-packed debut that's a steampunk Jumanji with a Middle Eastern flair.
Nothing can prepare you for The Gauntlet...
It didn't look dangerous, exactly. When twelve-year-old Farah first laid eyes on the old-fashioned board game, she thought it looked...elegant.
It is made of wood, etched with exquisite images-a palace with domes and turrets, lattice-work windows that cast eerie shadows, a large spider-and at the very center of its cover,…
I’m lucky to have grown up as all these new genres and kinds of games were being invented and gaining in popularity: euro-boardgames, role-playing games, videogames, collectible card games, gamebooks, ALL the games. What a time to be alive since I’ve always been curious about, interested in, and passionate about them. Again, I was fortunate to learn about the nascent academic study of games just as I was entering my college years. So, I’ve been playing games and studying games for over a quarter century! But you can teach an old dog new tricks (and to play new games), and the books on this list have helped me do just that!
James is clever and funny. His insider knowledge, almost gossip, and first-hand experience really shine here: if I could include a meme here, it would be “chef’s kiss”.
I loved reading his book and the magazine columns from which it came. I read everything twice! That’s how good it is.
The Duke's Christmas Redemption
by
Arietta Richmond,
A Duke who has rejected love, a Lady who dreams of a love match, an arranged marriage, a house full of secrets, a most unneighborly neighbor, a plot to destroy reputations, an unexpected love that redeems it all.
Lady Charlotte Wyndham, given in an arranged marriage to a man she…
For me, games have always been a way of playing mathematics. Every game has a hidden piece of mathematics behind it, and if you can understand that mathematics, I’ve found that it gives you a real edge in playing the game. I travel a lot for my work as a mathematician, and I love to ask about the games they play when I visit a new country. Games tell me a lot about the culture and people I am visiting. My book is my way of sharing my passion for games and mathematics with my readers.
This science fiction novel always appealed to me because of its conceit that a society’s games are a reflection of its culture, ethos, and philosophy. Azad, the game at the heart of the book, is used by the Empire to determine the political, social, and economic structure of the whole planet. The prize for winning is to become emperor and to implement your strategy in real life.
I love the description of the game. It’s played on three huge boards that are more like landscapes than regular playing boards. Perhaps one might regard all the games that we have created and played on this planet collectively as Earth’s version of Azad.
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.Praise for Iain M. Banks:"Poetic, humorous, baffling, terrifying, sexy -- the books…
For me, games have always been a way of playing mathematics. Every game has a hidden piece of mathematics behind it, and if you can understand that mathematics, I’ve found that it gives you a real edge in playing the game. I travel a lot for my work as a mathematician, and I love to ask about the games they play when I visit a new country. Games tell me a lot about the culture and people I am visiting. My book is my way of sharing my passion for games and mathematics with my readers.
Anyone who recognizes the title of this book is probably a Risk player. It’s the name of a rather obscure territory in this strategy board game of conflict and conquest, one that I love playing with my kids. The game is an important motif in this Spanish novel by Figueras.
The book, set in Argentina during the 1976 coup, is the enchanting story of a young boy trying to make sense of a world during a time of extraordinary upheaval. It beautifully illustrates how a game can provide an escape from the horrors of real life. By the way, if you want a tip for playing Risk, my mathematical analysis of the game reveals that North America is the best continent to occupy.
In Buenos Aires, in the mid-Seventies, a ten-year-old boy lives in world of school lessons and Superman comics, TV shows and games of Risk - a world in which men have superpowers and boys can conquer the globe on a square of cardboard. But in the outside world, a military junta have taken power; and amid a political climate of fear and intimidation, people are beginning to disappear without trace...
When his mother unexpectedly takes the boy and his kid brother out of classes, she tells them they're going on an impromptu family 'holiday'. But he soon realizes that the…
I love to get kids fired up about true stories, using their imaginations and believing in themselves as future innovators, inventors, and creators. Crayola crayons inventor Edwin Binney's story is a fabulous springboard for exploring nature, color and creativity. I love to draw and make stuff just like Binney, so his story resonated with me. The more I researched, the more I admired how he listened to what people needed and looked to nature for inspiration. I am intrigued by the origins of everyday objects. Here are some books that inspired me when I was writing, and that have that fascinating a-ha moment that spurs on innovation.
I am fascinated by how everyday objects are invented, and in this book, readers will discover the real story of how the beloved Monopoly board game was created. The story is often misreported with the credit attributed to Charles Darrow, the man who popularized the game and sold it to the Parker Brothers. In fact, the game was invented by Lizzie Magie, who wanted to draw attention to financial inequality. The author challenges readers to decide – who was the real winner? Because, ironically, Magie sold her patent for only $500, while Darrow stood to make millions and appropriated the credit for the invention. But without the changes and improvements to the game made by the two of them, perhaps nobody would get to play Monopoly as we know it today.
In the late 1800s lived Lizzie Magie, a clever and charismatic woman with a strong sense of justice. Waves of urban migration drew Lizzie's attention to rising financial inequality. Suddenly she had an idea: create a game about the landlord-tenant relationship. But Lizzie's initial game vilified the monopolist. Enter Charles Darrow - a marketer and salesman with a keen eye for what Lizzie's creation could become: an enticing board game, and a staple of family entertainment in households across America.
Boldness, imagination, and ruthless competition combine in this riveting story that sets the record straight on the history of Monopoly's…
This book follows the journey of a writer in search of wisdom as he narrates encounters with 12 distinguished American men over 80, including Paul Volcker, the former head of the Federal Reserve, and Denton Cooley, the world’s most famous heart surgeon.
In these and other intimate conversations, the book…
When I was a small child I used to stare long and hard at playing cards, absorbed in the mediaeval-ish drawings and with the feeling that they were trying to tell me something beyond the obvious; which was that they simply represented numbers and suits for the purpose of playing Whist or Rummy or whatever. Gradually I learned that the instinct was true, that ordinary playing cards have long been used for fortune-telling and are related of course to Tarot cards, which take the divination angle to a whole other level (and conversely can equally, if rather frivolously, be used for playing Poker if you leave out the Major Arcana cards).
This book is the best I've come across that explores the overlap between games and fortune-telling with detailed examples from cultures around the world.
The suggestion in the book's title that board games originated from attempts to divine the future is perhaps questionable, but there is no doubt that the two have been entwined from the earliest times, which is not surprising because all games try to some extent to create a microcosm of some of life's aspects and people have never been able to resist trying to nudge things in a favorable direction. Or at least get a heads up on what lies around the corner.
Ludomancy, it's called–a lovely word. Personally, I find that playing some form of Patience is a great way of ordering the mind before tackling any piece of work or, in fact, any tricky life decision. The flickering images conjured by the cards help…