Part 1: Concepting. The game is not the rules / James Ernest ; Play more games / Richard Garfield ; Pacing gameplay: three-act structure just like God and Aristotle intended / Jeff Tidball ; Metaphor vs. mechanics / Matt Forbeck ; Whose game is it anyway? / Mike Selinker
Part 2: Design. How I design a game / Andrew Looney ; Design intuitively / Rob Daviau ; Come on in and stay a while: designing gateway games to create new gamers / Lisa Steenson ; The most beautiful game mechanics / Mike Selinker ; Strategy is luck / James Ernest ; Let's make it interesting: designing gambling games / James Ernest
Part 3: Development. Developing dominion: what game development is all about / Dale Yu ; Thinking exponentially: the tricky task of imbalancing collectible games / Paul Peterson ; Stealing the fun / Dave Howell ; Writing precise rules / Mike Selinker ; It's not done till they say it's done: the who, what, where, when, and why of playtesting / Teeuwynn Woodruff
Part 4: Presentation. Amazing errors in prototyping / Steve Jackson ; Everything you always wanted to know about prototypes (but were afraid to ask) / Dale Yu ; Life's a pitch: how to license your game / Richard C. Levy ; Getting your game published: the process from proposal to print / Michelle Nephew.