Board Game InDesignORGINALl

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Editorial Design

By

Bartek Lisowski
. . . Contents Page . . .

Research ....................................03

Typography .............................. 39

Mindmap ..................................42

Sketches.... ................................45

Development ...........................50

Final Outcome.........................66

Evaluation ................................71

Bartek Lisowski Page 1 Editorial Design


Bartek Lisowski Page 2 Editorial Design
Research

Board Game

A board game is a tabletop game that involves counters


or pieces moved or placed on a pre-marked surface or
"board", according to a set of rules. Some games are based
on pure strategy, but many contain an element of chance;
and some are purely chance, with no element of skill.

History of Board Games

People were playing board games earlier than we have any records. Probably the first board games were scratched into
dirt and played with stones or fruit pits for pieces. The earliest board game that we know about for sure, from Pre-dy-
nastic Egypt, about 3000 BC, is a game called Senet. Senet was like our modern game backgammon. People also played
backgammon in ancient Iran by about 3000 BC, using dice that were pretty much just like modern dice

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Research

By 1500 BC, people in Shang Dynasty China were playing a game called Liubo. We dont really know the
rules to Liubo. A little later, about 1400 BC, Second Intermediate Period people in Egypt seem to have
been playing an early version of the African game Mancala.

After this we dont know about any new board


games for almost a thousand years, but then in
548 BCthere were people in China playing Go.
About 400 BC people in China began to play a
Chess gradually spread west across the Islamic
form of chess, and gradually people in Indiaand
world to West Asia and North Africa. By the
Central Asia learned to play chess. Greater in-
Middle Ages, chess reached Christian Europe,
terest in board games led to the Indian inven-
and after 1500 AD Europeans brought chess to
tion of Parcheesi around 300 AD, and a version
North America and South America.
of Chutes and Ladders about 1200 AD.

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Research

The big new game of the Islamic Empire was chess. The
Arabs learned to play chess from the Sassanians when they
conquered them, and probably the Sassanians learned chess
from people in India. Indian people themselves seem to have
learned at least some version of chess from people in China.
People also kept right on playing the older games of back-
gammonand checkers, which go back to the Bronze Age.
Chess helped to replace the gambling games with dice like
backgammon which had always been very popular. Islam
forbade any kind of gambling.

Even so, around 900 AD people in Iran


began playing gambling games with playing
cards. Playing cards came to Iran along the
Silk Road from China, and soon spread west
from Iran, reaching Fatimid Egypt around
1000 AD. Roman-style violent spectator
sportspersisted into the Islamic period, es-
pecially bear-baiting, which remains popular
in Pakistan today. Cock-fighting was also
popular.

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Research

But the Muslims did not fight the gladiatorial games of


the Romans, where people were killed. In the Ottoman
Empire, the Central Asian sport of wrestling was more
popular.People in the Islamic Empire also really liked
archery contests. Omar, the second UmayyadCaliph
(634-644 AD), apparently told men to, "teach your sons
the arts of swimming, sharp shooting, and horse back
riding." Falconry was common as part of hunting, among
both rich and poor people.

The game of polo, which people


had played in Central Asia for a
long time, became very popular
in Persia during the Abbasid-
caliphate, and continued to be
played throughout the medieval
period.

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Modern Board Games

Contemporary examples of modern board games referred to as


eurogames
A Eurogame, also called German-style board game, German
game, or Euro-style game, is any of a class of tabletop games that
generally have indirect player interaction and abstract physical
components. Such games emphasize strategy, downplay luck and
conflict, lean towards economic rather than military themes,
and usually keep all the players in the game until it ends.

Eurogames are sometimes contrasted with American-style board games, which generally involve more luck, conflict,
and drama. Eurogames are usually less abstract than chess, but more abstract than wargames. Likewise, they gener-
ally require more thought and planning than party games, such as Pictionary or Trivial Pursuit, but less than classic
strategy games, such as chess and go.

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Eurogame, such as Acquire, ap-
peared in the 1960s. The recent
genre as a more concentrated
design movement began in the late
1970s and early 1980s in Ger-
many. Today, Germany publishes
more board games than any other
country per capita. The phenom-
enon has spread to other Euro-
pean countries such as France, the
Netherlands, and Sweden.[citation
needed] While many games are
published and played in other mar-
kets such as the United States and
the United Kingdom, they occupy a
niche status there

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Market

While the board gaming market is estimated to be


smaller than that for video games, it has also experi-
enced significant growth from the late 1990s. A 2012
article in The Guardian described board games as
"making a comeback". Another from 2014 gave an
estimate that put the growth of the board game mar-
ket at "between 25% and 40% annually" since 2010,
and described the current time as the "golden era
for board games". The rise in board game popularity
has been attributed to quality improvement (more
elegant mechanics and graphics) as well as increased
availability thanks to sales through the Internet.

A 1991 estimate for the global board game market was


over $1.2 billion. A 2001 estimate for the United States
"board games and puzzle" market gave the value of under
$400 million, and for United Kingdom, of about 50 mil-
lion. A 2009 estimate for the Korean market was put at
800 million won, and another estimate for the American
board game market for the same year was at about $800
million.

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A 2011 estimate for the Chinese board game market was at over 10 billion yuan. (Some estimates may split board
games from collectible card, miniature and role-playing games; for example another 2014 estimate distinguishing board
games from other types of hobby games gave the estimate for US and Canada market at only $75 million, with the total
size of what it defined as the hobby game market at over $700 million, with a 2015 estimate suggesting a value of almost
$900 million) A 2013 estimate put the size of the German toy market at 2.7 billion euro (out of which, board games and
puzzle market is worth about 375 million euro), and Polish markets, at 2 billion and 280 million zoties, respectively.
Per capita, in 2009 Germany was considered to be the best market, with the highest number of games sold per indi-
vidual.

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Materials

In making a board gfame there comes different parts of


it as well as different materials. When proucing on a big
scale it could cost huge amount of money thats why on-
line games are much more popular and cheaper to make.
When making aboard game you need to think of:

Game Boards
Game Map
Custom Packaging
Playing Cards / Board Game Cards
An avrage Game boards are made of black texture paper and
Game Money
high glossy litho wrap with durable chipboard inside. The
Cardboard Game Tiles
standard chipboard is 1.9mm (0.075 inches) for quad fold
Score Pads
game board with open size 18 X 18 inches.
Personalized Dice
There are many websites like http://www.makeplayingcards.
Custom Molded Game / Player Pieces
com/ that are focoused just on producing whole board
Parts Bag
games designed by their costumers. Apart from game cards,
Markers
you can also create custom board games and custom jigsaw
Pencils
puzzles on their sites. Their main company QP Group is a
Game Timers
major manufacturer and printing company in the gaming
Spinners
industry, hence they have all the equipment and expertise
Instruction Sheets and Books
gained from over the past 30 years to produce all custom-
ers board game needs to the highest industry standards.
Use your own art graphics for all elements of your games-
boards, cards, game pieces and more.

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Most poppular Board games

There are really sea of different types of board games. Some that just came out some years ago and those that are
thousends years old that started progress of board games. You dont have to think for a long time before naming one
board game thats because at one point in time they were most popular form of entertainment. Here are some board
games know by everyone

Chess is a two-player strategy board game played on a


chessboard, a checkered gameboard with 64 squares ar-
ranged in an eight-by-eight grid. Chess is played by millions
of people worldwide, both amateurs and professionals.
Each player begins the game with 16 pieces: one king, one
queen, two rooks, two knights, two bishops, and eight
pawns. Each of the six piece types movesdifferently.

The most powerful piece is the queen and the least pow-
erful piece is the pawn. The objective is to 'checkmate'
the opponent's king by placing it under an inescapable
threat of capture. To this end, a player's pieces are used
to attack and capture the opponent's pieces, while sup-
porting their own. In addition to checkmate, the game
can be won by voluntary resignation by the opponent,
which typically occurs when too much material is lost,
or if checkmate appears unavoidable. A game may also
result in a draw in several ways.

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Monopoly

Monopoly is a board game that originated in the United


States in 1903 as a way to demonstrate that an economy
which rewards wealth creation is better than one in
which monopolists work under few constraints and to
promote the economic theories of Henry George and in
particular his ideas about taxation.

The history of the board game Monopoly can be traced


back to the early 20th century. The earliest known ver-
sion of Monopoly, known as The Landlord's Game, was
designed by an American, Elizabeth Magie, and first
patented in 1904 but existed as early as 1902. Magie, a
follower of Henry George, originally intended The Land-
lord's Game to illustrate the economic consequences of
Ricardo's Law of Economic rent and the Georgist con-
cepts of economic privilege and land value taxation

A series of board games were developed from 1906


through the 1930s that involved the buying and selling of
land and the development of that land. By 1933, a board
game had been created much like the version of Mo-
nopoly sold by Parker Brothers and its related companies
through the rest of the 20th century, and into the 21st.
Several people, mostly in the Midwestern United States
and near the East Coast, contributed to the game's design
and evolution.

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Scrabble

Scrabbleis aword gamein which two to four players score


points by placing tiles, each bearing a single letter, onto agame-
boardwhich is divided into a 1515 grid of squares. The tiles must
form words which, incrosswordfashion, flow left to right in rows
or downwards in columns.

The words must be defined in a standarddictionary,


or present in specified reference works (e.g., theOfficial
Tournament and Club Word List, theOfficial Scrabble
Players Dictionary), which provide a list of officially
permissible words.

The nameScrabbleis a trademark ofHasbro, Inc.in the


United States and Canada and has been sold by Hasbro's
Parker Brothersdivision since 1999. Prior to 1999, it was
sold as aMilton Bradleygame. Outside the United States
and Canada,Scrabbleis a trademark ofMattel. The game
is sold in 121 countries and is available in 29 languages; approximately 150 million sets have been sold worldwide and
roughly one-third of American and half of British homes have a Scrabble set. There are around 4,000 Scrabble clubs
around the world.

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Snakes and ladders

Snakes and Laddersis an ancient Indianboard


gameregarded today as a worldwide classic. It is
played between two or moreplayerson a gameboard
having numbered, gridded squares. A number of
"ladders" and "snakes" are pictured on the board, each
connecting two specific board squares. The object
of the game is to navigate one's game piece, accord-
ing todierolls, from the start (bottom square) to the
finish (top square), helped or hindered by ladders and
snakes respectively.

The game is a simple race contest based on sheer luck, and is


popular with young children.The historic version had root in
morality lessons, where a player's progression up the board
represented a life journey complicated by virtues (ladders) and
vices (snakes). A commercial version with different morality les-
sons,Chutes and Ladders, is published by Milton Bradley.

Snakes and Laddersoriginated in Indiaas part of a family of dice board games, that includedGyan
chauperandpachisi(present-dayLudoandParcheesi). The game made its way to England and was sold as "Snakes and
Ladders", then the basic concept was introduced in the United States asChutes and Ladders(an "improved new version
of England's famous indoor sport") by game pioneerMilton Bradleyin 1943.

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Battleship

Battleship(alsoBattleshipsorSea Battle) is
aguessing gamefor two players. It is known
worldwide as apencil and paper gamewhich
dates fromWorld War I. It was published by
various companies as a pad-and-pencil game
in the 1930s, and was released as a plas-
ticboard gamebyMilton Bradleyin 1967.
The purpose of the game is to destroy the
opposing player's battleships, and ends with a
fight to the death.

History of battleships - The game ofBattleshipis thought to have


its origins in the French gameL'Attaqueplayed duringWorld War
I, although parallels have also been drawn to E. I. Horseman's 1890
gameBaslinda, and the game is said to have been played by Russian
officers before World War I. The first commercial version of the game
wasSalvo, published in 1931 in the United States by the Starex com-
pany
Other versions of the game were printed in the 1930s and 1940s,
including the Strathmore Company'sCombat: The Battleship
Game,Milton Bradley'sBroadsides: A Game of Naval Strategyand
Maurice L. Freedman'sWarfare Naval Combat. Strategy Games Co.
produced a version calledWingswhich pictured planes flying over
theLos Angeles Coliseum. All of these early editions of the game
consisted of pre-printed pads of pape

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Board game inventors
Charles Darrow
Monopoly is the most commercially-successful board game in United
States history. According toHasbro, sinceCharles Darrowpatented the
game in 1935, approximately 750 million people have played the game,
making it "the most played board game in the world."

BULLS AND BEARSis based on the


Charles Darrow (August 10, 1889 August 28, 1967) was anAmeri- buying and selling of stocks in order to
canbest known as the claimed inventor of theMonopolyboard profit, either by a rise in the prices of
game(Elizabeth Magiewas the original inventor of the game; Darrow's stocks held, or by receipt of income in
version was derivative). He became the firstmillionairegame-designer in the form of dividends. Players hope, as
history. According to BoardGameGeek.com, the only other game Darrow in real life, that the prices of their par-
was involved in designing was Bulls and Bears (1936). ticular holdings of stock will rise or that
they will be able to corner" a stock and
force the other players to be penalized.
Players buy and sell stocks from and to
each other

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Milton Bradley

TheMilton BradleyCompany is an American board game company established


byMilton Bradleyin Springfield, Massachusetts, in 1860. In 1920, it absorbed the
game production of McLoughlin Brothers, formerly the largest game manufacturer
in the United States.Milton Bradleywas taken over by Hasbro, Inc., in 1984.
Born inVienna, Mainein 1836, to Lewis and Fannie (Lyford) Bradley, Bradley
grew up in a working-class household inLowell, Massachusettsafter the fam-
ily moved there in 1847. After completing high school in 1854 he found work
as a draftsman and patent agent before enrolling at theLawrence Scientific
SchoolinCambridge, Massachusetts. He was unable to finish his studies after
moving with his family toHartford, Connecticut, where he could not find gainful
employment. In 1856, he left home and got a job in the locomotive works of the
Blanchard & Kimball (later Bemis & Company) inSpringfield, Massachusetts.

After the company was shuttered during the recession of 1858, he


entered business for himself as a mechanical draftsman and patent
agent. In 1859, Bradley went toProvidence, Rhode Islandto learnli-
thographyand in 1860, he set up the first color lithography shop
inSpringfield, Massachusetts. He moved forward with an idea he
had for a board game which he calledThe Checkered Game of Life,
an early version of what later becameThe Game of Life.

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Allan Turoff
Allan Turoff is a game designer who is known for creating
the popular game Boggle. Boggleis aword gamedesigned
by Allan Turoffand originally distributed byParker Broth-
ers. The game is played using a plastic grid of lettereddice, in
which players attempt to find words in sequences of adjacent
letters

Different versions of Boggle have varying distributions of


letters. For example, a more modern version in the UK has
easier letters, such as only one K, but an older version (with
a yellow box, from 1986) has two Ks and a generally more
awkward letter distribution.

Using the sixteen cubes in a standard Boggle set, the list of


longest words that can be formed includes inconsequentially,
quadricentennials, and sesquicentennials, all seventeen-letter
words made possible by q and u appearing on the same face
of one cube.

Words within words are also allowed, for example: master,


the two separate words being mast and aster. Neither the
cubes nor the board may be touched while the timer is run-
ning.

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Alfred Mosher Butts
In 1938, American architectAlfred Mosher Buttscreated the game
as a variation on an earlier word game he invented calledLexiko.
The two games had the same set of letter tiles, whose distributions
and point values Butts worked out by performing afrequency
analysisof letters from various sources, includingThe New York
Times. The new game, which he called "Criss-Crosswords," added
the 1515 gameboard and the crossword-style game play. He
manufactured a few sets himself, but was not successful in selling
the game to any major game manufacturers of the day.

Alfred Mosher Butts was born in Poughkeepsie,


New York on April 13, 1899 to Allison Butts and
Arrie Elizabeth Mosher. His father was a lawyer
and his mother was a high school teacher. Alfred
attended Poughkeepsie High School and gradu-
ated in 1917.

He was also an amateur artist, and six of his draw-


ings were acquired by the Metropolitan Museum
of Art

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Facts
2. Battleship was one of the first games to be made into acom-
puter gamein 1979.

1. Original paper versions ofBattle-


shipincludedland areasin addition to the
water.

3. The inventor ofBoggle, Allan 4. In order to prevent Boggle play-


Turoff, wasmarriedin FAO ers from using acertain swear word,
Schwarzs dollhouse depart- the letters F and K only appear once
ment. on the same cube, making it impos-
sible for them to both be played at the
same time.

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Chess is now played all over the world, but its
origins supposedly began in India way back in the
6th century. Historians dont actually know exactly
where chess came from, but the majority agree that
India is the most likely place. The game has changed
throughout the years, and it took almost a thousand
years to make its way to Southern Europe. By the
15th century, Spain was slowly but surely becoming
a fan of this popular game, and the 19th century saw
the rules of gameplay standardized as chess tourna-
ments began.
London was the home of the first international
chess tournament, which took place in 1851.
Howard Staunton, an English master of chess,
organised the event as a way of bringing to-
gether the best chess players in Europe. Adolf
Anderssen won the event, beating 15 other
players and subsequently becoming champion
throughout the 1850s and 1860s.

Wilhelm Steinitz is a name you should definitely know when it


comes to the world of chess. Born in Austria, he won the first
World Championship in 1886, and went on to win 25 chess
matches in total and lose just two matches. At the age of 58, he
lost his title to Emanuel Lasker, who went on to be the longest
reigning champion (26 years and 337 days).

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There is
a Braille
version of
Scrabble
produced.

Back in 1931, the original name for Scrabble


was Lexico, before becoming Criss-Cross
Words and eventually Scrabble. Lexico is a
shortened version of the word Lexicon, which
is another term for Language or Vocabulary.

The game is sold in 121 countries and comes in 31 different languag-


es.

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The most expensive game board was
made by designer, Sidney Mabell. It had
Monopoly at McDonalds encourages you to save tokens from your a 23 carat board, and a diamond studded
meals to win big prizes like a car, on an instant win like an apple dice, and cost over $2,000,000!
pie.

In 1972, the Commissioner of the


Public Works wanted to rename
places on the board, but the public
stopped him.

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Types of board games

I see games classified by their type/style/mechanic (area control or deck building for example).
However, despite quit a bit of searching I have failed to find a list of all these different types along with explana-
tions as to what they mean... I have found a few sites that list lots of different ones but they don't explain them, so
here is my view on different types of board games.

https://www.behance.net/gallery/7852341/Pop-Up-Spooky-Castle

Pop - up games From my personal observations Ive made The initial white dummy designed by Nick
a category for different types of board Denchfield the paper engineer..This is the
games from the ones that I find interesting starting point of the project for me, basical-
ly it's like a three dimensional blank canvas
The first one is
to work on. You can see on early stages
a pop-up book
of designing it that author had everything
which the board
planned with a detail. You can see how he
game society does
numbered each piece to not get confused.
not persudes that
I really like that each piece has its own me-
much in games but
chanics which makes it outstanding.
I still like the idea
behind this proj-
ect, which inspiers
me to mix two
different worlds
of pop-up books
and board games
together.. I find it
really unusuall and
fascinating as the
process of making

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Pirates based board game

https://www.behance.net/gallery/24296383/Rumsmuggler-Board-Game

An actuall board game which cought my attention by the palate of colours and unusuall illustra-
tions which fits perfectly combined. The game title can be seen on three sides so it can be identi-
fied easily even when only the smallest side is visible on a shelf at the shop, or at home. On the
three other sides there is information about the number of players, the required game time and
age.

Bartek Lisowski Page 26 Editorial Design


Under the top cover there is an island with animals on its
sides. The box contains the scrolled map, three bags for
small pieces, seven player boards and the rulebook.

You can also see how the box inside looks like which tells
you that the author has put as much effort in visual conent
as much as the finish. There is a lot of components inside
the box which will make the game even more entertain-
ing and more complicated. The materials he used for each
piece are highest quality.

The map of this game is rather complex and differ-


ent then others. As you can see thare is two differ-
ent sides which will give you an option of deciding
which you always want in a board game to make it
more fun. The colors also give you an impression of
being at the sea as they are all well combined.

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Food based board game

Food Chain Magnate is a heavy strategy game about building a fast food chain. The focus is on building your com-
pany using a card-driven (human) resource management system. Players compete on a variable city map through
purchasing, marketing and sales, and on a job market for key staff members. The game can be played by 2-5 serious
gamers in 2-4 hours. The design is based on fast food during the 50's and 60's

The game is pretty simple itself but the thing that cought my atten-
tion was the idea behind the game which you dont see often. You
can see event cards as well as pawns and other additional pieces
which might now have top quality finish but is entertaining at the
same time.

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Components board game

As you can see straight away the game is not


that well put together and the finishing of some
pieces are really badly made but as you go
deeper into the game you can see that its really
well designed, all the components might not by
aesthetic but are definetley doing their job.

Ive chosen this specific board game as it s re-


ally similar to what im planning to do, which is
lots of components that player can put togeth-
er. The theme might not be exactly what I want
to do, but ill take some inspiration from it.

Bartek Lisowski Page 29 Editorial Design


Formula 1 board game

Formula 1 is amotor rac-


ingthemedboard gamedesigned
byJohn Howarth&Trevor Jonesand
originally published byWadding-
tonsofLeeds, United Kingdom in 1962.
An almost identical game was pub-
lished byParker Brothersin the United
States during the 1960s asGrand Prix.

As formula 1 is a racing game which im


planning on making it suits my require-
ments the most, it also have event cards
and different components as well as
good map design. It really is simple but
yet fascinating.

Bartek Lisowski Page 30 Editorial Design


Racing Games

Race gameis a large category ofboard games, in which the object is to


be the first to move all one's pieces to the end of a track. This is both the
earliest type of board game known, with implements and representations
dating back to at least the 3rd millennium BC in Egypt, Iraq, and Iran;
and also the most widely dispersed: "all cultures that have games at all
have race games." Race games often usediceto decide game options and
how far to move pieces.

They may be categorizedby their ratio of luck to skill. Other classifica-


tions include geographical distribution or derivation; and shape of track
(including spiral,cross and circle, and squareeitherboustrophedonas
in Snakes and Ladders or "labyrinthine" as in Thaayam).

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Simple

Simple race games Western race games, al-


involve pure luck. Each thoughSnakes and Lad-
player has only one piece dersis descended from
to move, and the out- games of India, Nepal,
come of the game is thus and Tibet. The ancient
totally dependent on Egyptian gameMe-
chance. TheGame of the henwas likely a simple
Gooseis the progenitor race game.
of most simple

Complex

Complex race games combine luck and skill. Play-


ers have more than one piece to move (typically
four), and so choices of move can be made that will
put a player in advantageous positions. Many mod-
ern complex race games includingLudo,Parchee-
si,Trouble, andSorry!ultimately derive from In-
dia'sPachisiand Chaupur.

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Strategic

Strategic race games eliminate (or render trivial) the


element of chance. Examples are Bantu andHare
and Tortoise.

Multiplex

Multiplex race games greatly increase the role of


strategy, while retaining the element of chance.Back-
gammon, the most well-known representative of this
category, is a member of the Tables family of games,
which also includes Trictrac, Nard, andAcey-deucey.
The ancient Egyptian gameSenetand the ancient
MesopotamianRoyal Game of Urwere almost cer-
tainly race games, and may belong to this category.

Bartek Lisowski Page 33 Editorial Design


Non-race games

Many board games share some characteristics with


these games, but are not categorized as race games.
For example, the characteristic roll-and-move mecha-
nism of race games is also found inrunning-fight
games(such asCoppit), but here the object of the
game is not to finish first, it is to capture and remove
enemy pieces from the board. Similarly in games as
diverse asMonopolyandTrivial Pursuit, players roll-
and-move to spaces which may help or hinder their
progress, but there is no physical "finish line": a win is
not attained positionally, but rather by the collection of
assets.

It is possible to broaden the definition of the term "race


games" to comprise all board games in which the winner
is the first to attain a specified position. In addition to the
race games specified above, the category would then include
games such asHex,Agon,Chinese Checkers, andTic-tac-
toe. However, board game surveys generally follow Murray
in assigning games played on two-dimensional fields to a
separate category, such as Murray's "Games of Alignment
and Configuration",keeping only linear games (as defined
above) in their "race games" category.

Bartek Lisowski Page 34 Editorial Design


Racing games examples:

Turfmaster Turfmaster is a horse-racing


game for two to eight players,
played over a "meet" of three
races. The board is two-sided,
and hurdles are provided so that
players can choose flat racing or
steeplechases (races with fences
that the horses must jump).
Players each have their own
deck of 32 movement cards,
dice and a horse of their own
colour. Ten cards are randomly
selected for each race, with
two cards left over which can
be drawn for use in any one
race. Cards played in a race are
removed from the game.

A round consists of two parts. First all players simultaneously select a card and move the number on the played card
(if able), in position order. After this, a single pair of dice is rolled by one player (the rolling player rotates through-
out the game). The player rolling the dice decides if all horses move the value of one or both of the dice and all horses
move (again in position order).

Bartek Lisowski Page 35 Editorial Design


Grand Prix Race game

In this game up to 4 players can


race the cars as drivers. The re-
maining players become specta-
tors and can place bets on the
race.Generally, several races
will be run with both the driv-
ers and spectators having the
opportunity of winning money.
These roles may swap each
race. The winner is the person
who has accumulated the most
money over a racing season
as a driver/spectator.For 2 to
12 players.Contents include a
game board with a generic rac-
ing track, instructions, a betting
card, 4 plastic race cars (red,
white, blue and yellow) and 60
plastic coins (15 each of red,
white, blue and yellow).

Bartek Lisowski Page 36 Editorial Design


007 james bond live and let die

From the back of the box: James Bond has been captured and left in a pond full of alligators. In an attempt to escape,
007 steals one of the villain Kanangas boats. Can you complete the escape? Find out in this thrilling boat chase through
the Louisiana bayou with Kanangas men in hot pursuit. This game was designed for two players aged eight and up.
Extremely rare collector's item, to my knowledge only published in England due to copyright problems. This simple
game (Ages 8 and up) is part of the then successful James Bond franchise of Victory Games. It was an attempt to cre-
ate a simple 2-player game which would also appeal to kids (in contrast to their more complex efforts like the faulted
"James Bond Assault Game"). It is basically the race from the movie "Live and let Die" - James Bond uses a motorboat
to escape the evil henchmen of Kananga. Simple Action-System with small stand-up-boats and an abstract and slightly
boring (small) board. Not a total waste of time - it actually works as a fast 2-player game.

Bartek Lisowski Page 37 Editorial Design


Bartek Lisowski Page 38 Editorial Design
Typography

For the second part of the task i was asked to work on the workshop/module and include introduction into the definiton and
elements of typographic design - showing examples of interesting typographic designs in terms of their communication.

My first choice of typographical designer and typographic designs was Richard Niessen and his work
Richard Niessen (edam-
volendam, 1972) gradu-
ated from the gerrit ri-
etveld academy in 1996.
ever since he works on a
body of work that he calls
typographic masonry.
it is the almost hermetic
craft of forging amalgams
of signs, symbols & orna-
ments in mostly nonlinear
structures. this syncretic
approach to graphic de-
sign, with a predilection
for printwork, creates a
coherent formal language
exclusively to the project at
hand.

What i like most about his


style and work that every-
thing is so randomly
placed, nothing is organised and each time you look at his work you find out something different. The chaos and
usage of colours really makes him stand out

Bartek Lisowski Page 39 Editorial Design


Typography

Studio Lindhorst - emme

I also really like the work of Studio lindhorst-emme In germany. They are graphic
design, book design and typography based creators which as you would expect
from germans are really detailed and very well ordered. In comparison to Richard
Niessen work, lindhorst studio are very technical and into the shapes, everything
is where it needs to be and it seems as if there is a lot of planning behind each
elemnt.

Bartek Lisowski Page 40 Editorial Design


Typography

For my typographic workshop i was asked to produce black


and white design ideas for one word, from which i decided to
go with word angry and it supose to visually communicate the
oposite of its meaning. So at first i listed things that make you
happy, like a sunny place or good weather. I also thought that
the symbol for the word is a smile, so i decided to include it
also.

Bartek Lisowski Page 41 Editorial Design


Mindmap

I then moved onto making actuall ideas


and going through mindmaps of what i had
in my head and hwat i thought of, when i
hear of board game I was trying to think of
the way board games work, mechanics and
visual effect behind it. What materials i need
and programs to design it. My first mind-
map was about seas and pirats, as i wanted
my target audience to be 5-12 as children
this age enjoy board games the most and
can easily place themself in the world of
fantasy. I thought it would be also a good
idea to make music theme game as i enjoy
music myself.

Both of them didnt make into the final


project as i really like the racing theme
most, although its rather common around
the world i thought i would make a unusu-
all racing board game which not only will
be presented right but also to make people
want to play it all the time.

Bartek Lisowski Page 42 Editorial Design


logo

So after i knew i wanted to go with the racing theme which was my prioriority through thinking stage,
i wanted to create few logos and typefaces in order to know which way i wanted to go with my design-
ing. I made some complex ones and made some names for the game,b ut at this stage i dindt want to
spend that much time in creating a logo as the schedule was thight.

Bartek Lisowski Page 43 Editorial Design


Typeface

So i then quickly moved onto


making the actuall typeface for the
game. i came up with the name of
the game Project Gear as in my
opinion it best described the idea i
had in my head of what i wanted to
do. The name also made you think
of how complex the actuall game
might be. the last thing to do was to
make the name seem racing theme.
I was inspired by the formula1 logo
as it had the aerodynamic feel to it
which i thought i would make my
own version of it.

Bartek Lisowski Page 44 Editorial Design


Sketches

After i had the typeface created i moved onto making quick few sketches for
the game and how i wanted it to look like. I knew for sure i wanted to have
few stops for fuel and mechanic for example as it would make the game more
interesting.

Bartek Lisowski Page 45 Editorial Design


Sketches

At this stage, i moved onto making some adjustment which i knew i would have in my
final project. The only thing that got me waste some time was the path of the game as i
had so many ideas of how i wanted it too look like. I dint know if i wanted the street to
be simple dirt and the machines would fly over it, or simply a asfalt street you see every-
where around the world, and i thought it would suit the game the most as almost every-
one would relate to it and feel as that they actually driving a car.

Bartek Lisowski Page 46 Editorial Design


Sketches

My final sketch was my final one. I had everything i wanted in it, through fuel and mechanic stations to
coins and event cards which make the game interesting. It was everything in once, the layout of it made me
visualize of how i wanted it too look like. That i wanted a normal street with acutall cars and that, it will be
children friendly.

Bartek Lisowski Page 47 Editorial Design


Sketches

I then moved onto making thumbnails and sketches of the pawns,


and how i wanted them too look like. There still was an idea of
making the cars fly, but my time menagement didnt allow me to
make seperate rule for each car.

Bartek Lisowski Page 48 Editorial Design


Sketches

As i mentioned that because of my time menagment i could make seperate rules for any-
thing other then normal car i decided to go with it and design 4 different cars that children
would love to play as.

Bartek Lisowski Page 49 Editorial Design


Development

After i had it designed in photoshop only thing left for me to do was to add colour which i thought
that if i add bright shades, kids will find it more desireble and fun. When i had everything finished
i printed each car out and stuck it in onto the card board which people could then use without
worrying of folding and domagening it.

Bartek Lisowski Page 50 Editorial Design


Development

I previously bought material i could stick


the cars on, that had to be strong, not to
large and fit well with the board game.
I then sticked it in using spray glue and left
it for a day to dry.

Bartek Lisowski Page 51 Editorial Design


Development

Bartek Lisowski Page 52 Editorial Design


Development

My next step was to create leaf-


let and instruction for the game
which would make people attract
to the game just by looking at it
and reading it. I had to make sure
to include every piece of infor-
mation there is to know about
the game without overloading it
with information. So i focoused
more onto making the infroma-
tion friendly for children without
thinking about visual aspect and
layout.

Bartek Lisowski Page 53 Editorial Design


Development

So i decided to start over again which also took some time out of my time schedule but im glad i did it, be-
cause the result is far more better than the previous version, which had colours in it that are children friendly
colours. You are intrigered just by looking at the instruction which was my target from the beggening. I have
added actual parts of the game so that people will get filimiar with it. I also included colours i used when mak-
ing the game in the instruction.

Bartek Lisowski Page 54 Editorial Design


Development

My next part of the development was to create event cards that wont be
just paper with task on it, i planned to make something more racing
theme, which i think i succeded in the end. I placed the typeface and the
logo at the back of the card design. I wanted to highlit the dynamic of the
game so i also made frame based on the finish line colours. So when i had
the back of the event card already designed i moved onto the front which
was the task you had to do after picking the event card.

Bartek Lisowski Page 55 Editorial Design


Development

I had four different kinds of event card, and which was made for something created on the map so that every-
thing works with each other perfectly. I created Mechanic card, Fuel card, Shortcut card and Slow down
card strictly from the black and white colours, which after reciving feedback from the teacher i decided to
change the colours and the layout of the event card so it relates more to the actual game. I Used brush tool in
photoshop and tried to experiment with it, which i then ended up with the result above. I really like the brush
strokes giving you the impression of it being made by the tires. That little green and yellow touch gives so
much more to it.

Bartek Lisowski Page 56 Editorial Design


Development

After i printed the cards out i had to find the material that wouldt be too soft so that the cards would fold
and rip. Ive cut out the perfect size and used spray glue to hold it in place.

Bartek Lisowski Page 57 Editorial Design


Development

Next part of my development process was to create typeface on photoshop of what i already made
when thinking of the name and logo for the game. I really liked the typeface ive made with aerody-
namic feel to it, which imidietly made me think of racing, cars and competitiveness, which were the
key features i was looking for. ALl i had to do then was to make it the right size and simetrical.

I started from the skratch in photoshop and start coming up with the right look of it, i knew that there had to
be space between the letters for the speeding effect

Bartek Lisowski Page 58 Editorial Design


Development www.pixabay.com

during my development stage i decided to use copyright free


small elements from a website called https://pixabay.com/ The
reason i used the website insted of creating my own elemtns,
was that i really wanted to use time remaining creating the
game. By making these small detailed elements by myself it
Those elements would be easily
would cost me too much time.
replaced if it wasnt for my poorly
time menagement.

i had to include starting flag, coins,


mechanics icon, fuel icons as without
them the game could be slightly more
complicated, which i didnt want that
to happen, as the game was designed
for children. i especially picked the
kinds of icons that i knew for a fact,
they would fit erfectly into my game.

Bartek Lisowski Page 59 Editorial Design


Development

I slowly started to create the game in adobe photoshop. I knew i wanted bright green grass which would make the
game more enviroment friendly, ive made that by messing with image - adjusments and filters untill i reached the
definition i wanted. when i had my background ready, i moved onto making street, which i ddintt really knew how i
wanted it to look like, so i quickly made silver rectangle on which is tarted to add other layers with different shades.
Then when i was happy with the result i started to create a path with on with the track would be made.

Bartek Lisowski Page 60 Editorial Design


Development

After i knew how the track would be looking like, i quickly moved onto making additional houses for the game
which also would give the game more enviromental feeling. To make the houses i also used rectangle on which
i started to add different layers, colours and shades untill ive reached enough detail. The process of making the
game wasnt that complicated as i seperated each layer in case of errors.

Bartek Lisowski Page 61 Editorial Design


Development

This was my final look of the game, when i finished it on photoshop, as you can see there are some parts
not created by myself which if i had some more time i would fdefinetley do myself. After consultation
with the teacher we both decided it would be better to name the stations and important emelents to
make it slightly more easier. The end result was really surprising for me as all of the elements put togeth-
er made the whole much more detailed and aesthetic.

Bartek Lisowski Page 62 Editorial Design


Development

After i had everything finished in pho-


toshop i went to a store called staples
to print out the design. As it was larger
then a3 i thought it would be better to
use proffesional printer insted for the
quality finish. I then went to buy a board
on which i could stick the design on. My
last but not least part of finishing the
game was to make it fold as the box of
the game had to have it inside. Without
making the game fold, the box would had
to be too big for the game.

I then moved onto creating the box for the game. As it was
my first time creating anykind of a box i figured it will have
to be meassured and carefully planned. I didnt want to waste
any of my materials in experimenting so i used a4 paper to
create a mock up of the box, which after some time i man-
aged to get my head around.

Bartek Lisowski Page 63 Editorial Design


Development

I carefully meassured and scaled the mockup ver-


sion of the box so i can then multiply it and com-
pare with my game. From the black board i made
cut lines and fold lines. I wasnt sure if i will have
to repeat the process in case of my mistake, so i left
some material for later usage.

I was struggling with folding the


material and having it stick in place
as the board was strong enought to
place it self back to being flat, so i
had to came up with something . I
asked my mother for some hair clips
so i can hold it all in one place until
everything can dry.

Bartek Lisowski Page 64 Editorial Design


Development

I then after 24 hours of witing and leaving the box to dry had
to make quick few tests of its strenght as i didnt want the box
to break easily. As it was my first try of makng a box i was little
worried that it would not do it purpose job which was to consist
my game. I was hoping it could fit the game as well as everything
else, my parts, cards in place so i went to collect everything for the
game i had and put it inside.

When i could honestley say that everything suited eachother and


the each part of my development process was finished iw as more
then happy.

Bartek Lisowski Page 65 Editorial Design


Final Outcome

Bartek Lisowski Page 66 Editorial Design


Final Outcome

Bartek Lisowski Page 67 Editorial Design


Final Outcome

Bartek Lisowski Page 68 Editorial Design


Final Outcome

Bartek Lisowski Page 69 Editorial Design


Bartek Lisowski Page 70 Editorial Design
Evaluation

For the brief i was asked to produce editorial pieces in the form of a physical board game and associated
items that comuunicate my appreciation of this aspect of graphic design. I had to create effective complex
designs that demonstrate my proficiency in the creation of effective board and page layouts and as this brief
was one of my favourites i enjoyed every part of the brief.
The most rewarding aspect of this module was understanding all of the mechanics behind the board games
and planning that goes behind it. I was lucky enough that i had some previous expirience with programs like
adobe photoshop and adobe illustrator which helped me to create the desings for the brief. I was able to give
my board game the details and definition required for the game to be playeble. I was able to use proffesional
equipment for the brief which gave me a perspective in future moduls.
The most challenging aspect of this module was definetley time menagement as there is so much that goes
into the brief which you have to create your own schedule to include everything perfectly as well as future er-
rors that sometimes make you lose time. I faced lots of different challanges along the way as having to create
your own package for the game. Creating box was one of the most challenging stages of the brief as every-
thing had to be perfectly meassured in order for game and every elemnt to fit the box.
I most enjoyed the planning and illustrating process when you had to come up with some quality ideas
which you then had to go with, as this part of the brief isnt always the most challenging, its definetley one of
the most important stages . You are allowed to be free with the way you think and ideas that come up in your
mind. In my opinion its the most creative stage which teaches you how to be creative. But there is also part of
the brief i least enjoyed which was puting everything together, as at this stage you have no idea if everything
will be suiting eachother or if it fits, how it all going to be looking like at the end, and if everything looks as
you planned it. fortunetley for me everything edned up looking better then i initially expected.

Bartek Lisowski Page 71 Editorial Design


As i mentioned before, my time menagement wasnt allowing me at the very end to introduce some
changes in my project which i think if i had some more time i would definetley make it slightly differ-
ent. Like i would make each element of the game made by myself, and i would also put some quality
finishes to the packaging.
At the end of the brief i can definetley say that i improved my skills in adobe photoshop, adobe il-
lustrator and adobe indesign which are important for each brief. I also was lucky enough to see how
proffesional printing machines work and where to use one which also be important in my future
briefs. I also got to know the mechanics of what goes into making board game, that you can be as
free and open minded for this module as you couldnt for any other one, as each change in the end
process could benefit the game and make it more interesting.
I have to say that i really enjoyed the module as it brought the creative side of me and in relationship
to this module most informative and inspirational was the website called www.behance.net which
had everything you needed in this kind of brief. I was provided with step by step explanation of each
project. Conact with each designer if i had any questions and really good quality projects.

Bartek Lisowski Page 72 Editorial Design


Bartek Lisowski Page 73 Editorial Design

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