not allowed
not allowed
Digital Rights Management (DRM)
The publisher has supplied this book in encrypted form, which means that you need to install free software in order to unlock and read it. To read this e-book you have to create Adobe ID More info here. Ebook can be read and downloaded up to 6 devices (single user with the same Adobe ID).
Required software
To read this ebook on a mobile device (phone or tablet) you'll need to install this free app: PocketBook Reader (iOS / Android)
To download and read this eBook on a PC or Mac you need Adobe Digital Editions (This is a free app specially developed for eBooks. It's not the same as Adobe Reader, which you probably already have on your computer.)
You can't read this ebook with Amazon Kindle
Acknowledgments. Foreword. A Note on Dates. List of Abbreviations. 1 Introduction. PART 1 Context. 2 What Is Critical Game Design? 3 What Are Historical Simulations? 4 A Brief History of Board Wargames. 5 A Briefer History of Pol-Mil Wargames or The Greatest Victory Is That Which Requires No Battle. 6 An Even Briefer History of Non-Wargame Historical Board Games or Non-Military Complex. PART 2 Design Process and Tools. 7 Overall Design Process. 8 Devising a Thesis. 9 Common Components and Major Mechanics. 10 Major Card Functions and Metaphors. 11 Board Design. 12 Development and Publication. PART 3 Designing Historical Board Wargames. 13 Historical Board Wargame Design: Reference Books and Conventions Overview. 14 Design Conventions: Units. 15 Design Conventions: Combat Resolution. 16 Design Conventions: Movement, Morale, and More. 17 Design "Unconventions". PART 4 Designing Non-Wargame Historical Board Games. 18 Case Study #1: Operation Barclay. 19 Case Study #2: Crisis: 1914. 20 Case Study #3: Peace
1905. PART 5 Selected Critical Topics. 21 Two Unsolvable Problems in Historical Board Game Design. 22 War Stories: Intersections in Storytelling and Board Wargame Design. 23 The Postcolonial Turn. 24 Paper Beats Silicon. Index.