Apr20
The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
on April 20th, 2012 at 6:06 pmPosted In: Uncategorized
- ISBN13: 9781600374470
- Condition: New
- Notes: BUY WITH CONFIDENCE, Over one million books sold! 98% Positive feedback. Compare our books, prices and service to the competition. 100% Satisfaction Guaranteed
Product Description
The definitive guide for anyone with a game idea who wants to know how to get it published from a Game Design Manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: Ho… More >>

This is more like a series of stories so far (I’m only half way through). I was hoping for more of a “how to” guide. Still, the stories are inspiring. Easy reading.
Rating: 4 / 5
This book though not detailed was a great overview. I really enjoyed the interview sections and real life stories of other game inventors, and how they progressed from Idea to Publication. A quick read, that is informative and fun.
Rating: 4 / 5
A light to read and entertainment book that gives some insight of the market and industry of tabletop, trading cards and role playing games. I have found specially interestign the “inside the industry” interviews and history. A recommended lecture for that friend that everyone of us have, that is always inventing new games over notebooks or at evening meetings with friends.
Rating: 4 / 5
The most essential book on the market for people who want to learn more about what it takes to bring a tabletop game to market.
It’s not going to teach you how to conceptualize and lay out a game, but once you have a prototype, this book can absolutely help you with where to go from there – the business side of the equation.
Not only is is packed with real life info (as opposed to theoretical or unproven stuff), but the writing style is outstanding. It resonates extremely well with inventors.
One thing I took from the book was that you don;t have to spend a lot preparing your game to take to the industry. Don’t spend money on patents and trademarks, expensive graphic artwork, and a slick complete package. If a major manufacturer likes your game, they will do a lot of this work for you. They will likely change anything you did in terms of artwork and rules tweaking anyway. Professionals can recognize a good game in the simple prototype stage.
Tinsman does not promise riches and fame. It covers many games and inventors (designers) who have done well, but does not fill ones head with unrealistic expectations. It outlines what is possible, what you can expect, and why you should be inventing games in the first place.
Highly recommended!
Rating: 5 / 5
This is the book you need if you are serious about conceptualize, create, play-test, market, and selling a board game. It comes with interviews and advice from famous game designers. It tells you what you need to do and what you don’t need to do to avoid mistakes. Great book!
Rating: 5 / 5