Meeples Together is now on Kickstarter! Join us to pick up the book as an ebook or print product.
We’ve also released the complete Table of Contents:
- Foreword by Matt Leacock
- Chapter 1: The Basics of Cooperation
- Part One: The Spectrum of Cooperative Gaming
- Chapter 2: Styles of Competition
- — Case Study: Terra
- Chapter 3: Styles of Teamwork
- — Case Study: Contract Bridge
- — Case Study: One Night Ultimate Werewolf (if stretch goal is met!)
- Chapter 4: Styles of Cooperation
- — Case Study: Pandemic
- — Case Study: Forbidden Island (if stretch goal is met!)
- — Case Study: Forbidden Desert (if stretch goal is met!)
- Part Two: The Mechanics of Cooperative Games
- Chapter 5: Cooperative Systems
- — Case Study: Flash Point: Fire Rescue
- Chapter 6: Challenge Systems
- — Case Study: Robinson Crusoe — Adventures on the Cursed Island
- Chapter 7: Players Facing Challenges
- — Case Study: Shadows over Camelot
- — Case Study: Battlestar Galactica: The Board Game
- Chapter 8: Players Undertaking Tasks
- — Case Study: Arkham Horror 2e
- Chapter 9: Adventure Systems
- — Case Study: Mansions of Madness 2e
- Part Three: The Theory of Cooperative Games
- Chapter 10: A Theory of Cooperative Gaming
- — Case Study: Space Alert
- Chapter 11: A Theory of Challenge Design
- — Case Study: Ghost Stories
- Chapter 12: When Games Go Wrong
- — Case Study: D-Day Dice
- Part Four: Cooperative Frontiers
- Chapter 13: The Psychology of Cooperative Gaming
- — Case Study: Hanabi
- Chapter 14: Assembling the Puzzle
- — Case Study: SOS Titanic
- Appendices
- Appendix I: The Basics of Game Design
- Appendix II: Game Design Dilemmas
- Appendix III: Game Design Types
- Appendix IV: Game Design & Social Theories
- Appendix V: Cooperative & Teamwork Game Synopses & Reviews