White Box: Game Design Kit in a Box

SKU
017096
ISBN
9781589781825
Grade 3-AD
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$29.95 $29.95 $23.95
Rainbow Savings: $6.00
Warning
Choking Hazard
  • Small parts. Not for children under 3 years.
Description

This isn't a “baby's first Candyland" kit. If you've wanted to make your own game before, you probably know what I'm talking about – kits with a bit of Monopoly money, faceless player tokens, and a game board filled with nothing but blank-colored spaces. Well, luckily for you, this is not that kit. At the heart of this guide to game making is an in-depth 208-page booklet by game designer Jeremy Holcomb about how to design effective games. With topics ranging from how game story effects game mechanics, and how to write rules to crowdfunding, self-publishing, and promotion, there's a lot to digest. While anyone can use this kit, it's best suited to a serious beginning designer. In addition to the book, the kit comes with three sheets of various game tokens (fight, defend, sell, numbers, icons, etc.) both printed and unprinted, 150 small wooden game cubes in 6 colors, 36 wooden meeples in 6 colors, 6 distinctly-colored large wooden cubes, 12 six-sided dice in 6 colors, and 110 plastic disks in 8 colors. If you've got that burning desire to make a game, this is an excellent way to get some background and advice into what that entails, as well as the means to start designing practically.

Publisher's Description of White Box: Game Design Kit in a Box

They Say Everyone Has a Game Inside Them

Almost everyone who's ever played a game has had an idea for how to make it better. To tweak it, improve it, or even build something new from its miniatures, cards, cubes, and concepts.

We think making games is awesome. We believe it's one of the most challenging, fun, rewarding things you can do. If you've ever thought about making a game of your own, we want to help.

We made The White Box for you.

Learn, Plan, and Prototype

The White Box is a learning, planning, and prototyping tool for tabletop game designers. Inside you'll find The White Box Essays, a book of 25 essays on game design and production. It covers subjects like where to find a great concept, how to use randomness, what to ask playtesters, whether you should self-publish, how to crowdfund wisely, and what to do at game conventions.

The White Box also contains a ton of components to get you designing right away:

* 3 counter sheets with 71 pre-printed and 49 blank counters

* 150 small wooden cubes in six colors

* 36 wooden meeples in six colors

* 6 giant wooden cubes in six colors

* 12 six-sided dice in six colors

* 110 plastic discs in eight colors

If you believe designing board and card games sounds challenging, rewarding, and fun, The White Box is for you.

Details
More Information
Product Format:Other
Brand:Atlas Games
Grades:3-AD
ISBN:9781589781825
Length in Inches:10
Width in Inches:8
Height in Inches:2.625
Weight in Pounds:2.25
Videos
This product doesn't have a video
Reviews
Product Q&A