I'm a tinkerer, which is generally quite evident when you look at my lifestyle since I tend to have a lot of gadgets, adopt various little pieces of technology here and there, and I like to figure my way through things, as well. Hell, I taught myself to pick locks in my youth because it was fun—well, and I tend to play rogues so it made sense to gain some practical experience.

So this latest offering from the folks over at Open Design was just something right up my alley, plus it gave me an excuse to try something new by posting my review here on Google+ and then linking to it from my outlying presences.

So when the e-mail containing the review copy link to this product dropped into my Priority Inbox—Open Design offers me enough reviewer copies of things that this is where most their emails show up—I dove right into it, looking up only when needed.

While the title reads 'Kobold Guide to Board Game Design' don't limit yourself to thinking that the essays enclosed are only good for that aspect of gaming, because you'd be shorting yourself as a reader and, if you're so inclined, a designer and developer. Within this offering you'll find Mike Selinker herding cats, so to speak, with additional essays offered by Rob Daviau, James Ernest, Matt Forbeck, Richard Garfield, Dave Howell, Steve Jackson, Richard C. Levy, Andrew Looney, Michelle Nephew, Paul Peterson, Lisa Steenson, Jeff Tidball, Teeuwynn Woodruff, Dale Yu.

Yeap, for the price of a $9.99 PDF, or a $19.99 Print+PDF combo, you get to read a lot of good advice and thoughts from those folks. Heck, I'm pretty sure if you just limited the list down to a couple of them that it'd still be worth the price of admission.

The essays are split into four parts, respectively titled: Concepting, Design, Development, and Presentation.

Now I know I'm hammering this home, but I think it should be since it's a solid point of why I'm strongly recommending this product to folks - the essays in this book are talking about aspects of the life-cycle of product creation that while focused on board games are easily portable to other venues of game design and development. Whether you're an amateur, pro-am, freelancer, or professional this book is an interesting read, full of solid and enjoyable essays that give you a look into the experiences and lessons learned by a cadre of talented folk who know what they're doing.

Kobold Guide to Board Game Design would be a holocron if game designers and developers were Jedi. Sadly, since we don't have any flashy laser swords I guess we'll have to settle for listening at the feet of giants before we go and climb atop their shoulders. While I didn't purchase it—it was a provided reviewer copy from the publisher—I most certainly would have. In fact, I most-likely will here, soon, since I'd like a hard copy to leave laying around my writing workspace.

It's seriously that good, and if you've like to learn more or wish to get your own copy then please click the provided link. Enjoy!
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