Building Board Games with Ruby
summary
A Ruby simulator models rounds, action resolution and simple AI players and runs 1.5 million simulations in about 40 minutes to measure average turns and balance; results show peaks when starting energy equals half the win target and that simple players beat random by ~7%. Rule tweaks are one-line changes in the resolver DSL. A physical prototype is printed via The Game Crafter and playtests succeed—groups pick up the box and play correctly without author intervention.
AI-written summary · about
chapters (7)
- 0:00Introduction to board games
- 3:22Game design and development
- 7:11Missiles and microchips
- 9:39Coding a game simulator
- 14:01Refining mechanics with data
- 18:00Prototyping and playtesting
- 22:54Final thoughts and giveaway








