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The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
 
 
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The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! [Paperback]

Brian Tinsman (Author)
4.6 out of 5 stars  See all reviews (17 customer reviews)

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Book Description

November 1, 2008
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: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

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Editorial Reviews

About the Author

Brian Tinsman has more than nine years of professional analog and video game design experience with over 30 published titles and total sales of over $100 million. He has won a Mensa Select award and been nominated for multiple Origins Awards. Armed with his BA from UC Berkeley and MBA from University of Seattle, he worked for Hasbro for many years before taking the position of Game Design Manager at Wizards of the Coast, the world's largest tabletop hobby game company. He is the author of several gaming books including a previous edition of The Game Inventor's Guidebook and Magic: the Gathering Complete Encyclopedia. He has been a keynote speaker and panelist at numerous game industry conventions.

Product Details

  • Paperback: 263 pages
  • Publisher: Morgan James Publishing (November 1, 2008)
  • Language: English
  • ISBN-10: 1600374476
  • ISBN-13: 978-1600374470
  • Product Dimensions: 9 x 6.1 x 0.7 inches
  • Shipping Weight: 14.4 ounces (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (17 customer reviews)
  • Amazon Best Sellers Rank: #91,658 in Books (See Top 100 in Books)

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Customer Reviews

17 Reviews
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Average Customer Review
4.6 out of 5 stars (17 customer reviews)
 
 
 
 
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18 of 20 people found the following review helpful:
5.0 out of 5 stars Very inspirational, March 24, 2009
This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
My wife and I invented a card game several months ago and, after having shared the game with friends, realized we were onto something. Shortly thereafter, my wife purchased Brian's book to read. It was entertaining and well-written, so much so that I couldn't put it down. It is full of a lot of good advice, but more than anything else, it is inspirational without filling one's head with dreams of outrageous fortune. It's very down-to-earth and realistic.

That being said, my wife and I just got word from a publisher that they'd like to develop and produce our game. I guess I'll have to go back and read Brian's chapter on "What to do if they say 'Yes!'"

Thanks for a great book, Brian!
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14 of 16 people found the following review helpful:
3.0 out of 5 stars Interesting read but little else..., August 30, 2009
By 
Owen Sloan (North America) - See all my reviews
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
When I purchased this book I was expecting it to go into a good amount of detail about the design process. In short, the book primarily goes: okay, here's an example of what kind of games sell, here's how this guy sold it, now he's rich, chances are you won't be like him, now understand what makes a game good is that you make it fun, etc. etc.

I feel that the book is less of a guide and more of a showcase. The author does provide plenty of resources though so that if you design a game you can contact people through what he provides but that is really about it. Otherwise the book simply goes through success stories and only touches the surface of game design and when in this stage of the book the advice is simple common sense. Then, after the short amount dedicated to design it goes into legal protection, etc.

Perhaps I simply expected more than I what I was getting into. Again, this book is by no means bad, it is an enjoyable read for a person who is interested in the field but don't expect to learn too much pertaining to designing your game.
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3 of 3 people found the following review helpful:
4.0 out of 5 stars Insight into the game publishing industry, August 28, 2011
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This review is from: The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! (Paperback)
I read this book on the recommendation of game designer Lewis Pulsipher. Tinsman, game design manager for new business at Wizards of the Coast, describes the book's target audience as "really just for one person...the lucky person destined to create the next category-defining blockbuster game." In fact, though, his book addresses anyone who seeks to have a game published, one way or another, with valuable advice and insight toward making a game concept into a reality.

Tinsman opens with a series of anecdotes about four of the wildly successful games of our time - Trivial Pursuit, Magic: The Gathering, Dungeons and Dragons, and Pokemon. These stories of blockbuster proportions are exciting to read, inspiring to imagine, and yet a little daunting to the hopeful designer. What are the odds of coming up with the next Monopoly? Is that too crazy to consider?

Perhaps, but Tinsman offers much more than just a review of the peak games of the age. He follows with chapters on the nature of the industry, the considerations that publishers have when they consider a new design, and the motivations behind designing (or as he likes to say, "inventing") games. I found especially interesting his description of the inner workings of a game company and the internal considerations that weigh on whether a game is published.

Tinsman spells out four "markets" for games, and here I could quibble with his taxonomy, but really, his classification works for the purposes of his book, which come down to the different ways to approach design, publication, and marketing. He categorizes games among the following markets:
- Mass market (what you'd find in a big box retailer like Target or WalMart)
- Hobby games (roleplaying, miniatures, and trading card games)
- American specialty games (a "catch-all" category for small print-run games like strategy games and "how to host a mystery")
- European market (German boardgames, largely)
- Others (unique market type games, such as sports games that might sell in sports-related retail outlets, etc)
Okay, that's really five, but he spends little meaningful text on the "Other" category except as an out for the types of games that he doesn't cover otherwise. Although the average gamer might not break down games into these categories, they work for purposes of addressing the different ways that a designer would approach a publisher with a prototype and the different ways that a game would be published and marketed.

Tinsman provides considerable detail on specific games and companies that he feels the reader should become familiar with. Many are familiar to the regular gamer, but a few gems emerge that are worth investigation.

Self-publishing had always struck me as a last great act of desperation, but that's not so much the case with the resources available to today's self-publisher. Tinsman spends some time discussing the special considerations that have to be taken into account to try to bring a game to market yourself. The upside potential and the downside risk are both staggering.

A nice aspect of Tinsman's format is that he intersperses the book with interviews of key figures in the game industry and "Insider's Views" on publishers, information that he is in a unique position to provide as a longtime member of the industry himself. He provides remarkably insightful perspective on what designers and industry figures consider in bringing a game from concept to market. These vignettes make clear that there is more than one way to skin the boardgame cat, and different people have different priorities and visions on what they hope to bring to the gaming world.

With all of this background, Tinsman walks the reader step-by-step through the process of conceiving and scoping a design, developing it, all the way through getting it on contract. This final walk-through brings all the elements of the book together into a soup-to-nuts accounting of all the steps that a designer will need to follow to make a game concept into something that people can buy, take home, and play.

Appendices include considerable resources - contact information for game companies, brokers, conventions, as well as sample forms for letters and agreements that the designer will find handy in conducting business with potential publishers.

Brian Tinsman's Guidebook came well recommended by Lewis Pulsipher, and I am not disappointed. I hope my readers find it as valuable for gaining insight into the workings of the gaming industry as I have.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
mass market games, specialty games, core mechanic, mass market publishers, trading card game, new inventors, game inventors, game convention, miniatures games
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Wizards of the Coast, Trivial Pursuit, Parker Brothers, Mage Knight, Milton Bradley, Avalon Hill, Spiel des Jahres, North America, Brian Hersch, Mass Market Games You Should Know, Games Workshop, Hero Clix, After You Print, Hobby Games You Should Know, Hobby Game Companies, Mass Market Companies, Settlers of Catan, American Specialty Games, The Game of Life, Game Boy, Richard Garfield, George Parker, Bad Reason, Peggy Brown, Pirate's Cove
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