The Classics
Ten complete guides to the timeless games, plus the full Collection. Download, read, play tonight.
See the ClassicsIllustrated teaching guides for board games
Game Squire makes teaching guides for board games that shipped without one — or with a rulebook that teaches badly. Every guide teaches from zero, with hand-made diagrams and a learn-as-you-play structure, like someone patient is sitting next to you.
The Classics are ready-made downloads on Gumroad.
Custom guides are open now — 2 pilot spots.
Knights had squires to ready their gear and teach them the field. Game Squire does the same for your table: we take a game whose rules are a wall and hand it back as a path.
Most rulebooks weren’t written to teach. They’re written to be complete — every rule, in order, whether you need it yet or not. So the game sits on the shelf, not because it isn’t good, but because learning it felt like homework.
A Game Squire guide is built the other way around. Rules rewritten and structured to teach from zero — setup, turns, winning, edge cases — in the order you actually meet them at the table. Custom diagrams drawn for your board, your pieces, your mechanics. Strategy that starts with your first game, not your fiftieth. Every guide is original prose and hand-coded diagrams, made to be read on a phone at the table or printed and kept in the box.
There are two ways we can serve. The Classics are our ready-made guides to the great public-domain games — Chess, Go, Backgammon, and their kin — ready to download today. And if you’ve made a game of your own, we’ll build a guide for it from scratch, designed around your game’s world in any art style you can picture.
Ten complete guides to the timeless games, plus the full Collection. Download, read, play tonight.
See the ClassicsYou bring the game and its rules. We bring the teaching — an illustrated guide in your game’s own style.
How commissions workGuides we’ve already made, to the games that have outlived empires. Every volume is complete on its own — rules taught from scratch, diagrams drawn by hand for the series, and strategy for your first game and your fiftieth. Downloads are sold and delivered through our Gumroad store.
Every classic. One collection. Ten games, 111 pages, 60 hand-coded diagrams — the whole shelf for less than the price of a pizza night.
The world’s most underestimated strategy game — learned in minutes, mastered over years.
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Sixty-four squares, sixteen pieces, infinite war — the game every strategist must face.
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Dice, nerve, and five thousand years of grudges — the fastest race in classic gaming.
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Four thousand years old and four rules deep — the simplest game you will never finish learning.
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Twenty-eight tiles, zero batteries required — the game-night classic that fits in your pocket.
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Forty-eight seeds, six pits a side, and the oldest counting game on Earth — out-think, out-sow, out-last.
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Sixty-four discs, one brutal truth — the lead means nothing until the last move.
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Ten marbles, one star, and the longest jump in board gaming.
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Fifteen-two, fifteen-four — the pegging classic where every card counts twice.
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Two thousand years old, eighteen stones, one ruthless little war — the mill game that outlived empires.
Buy on GumroadGame Squire is opening 2 pilot spots for indie tabletop creators. We’ll create a complete, beautifully illustrated guide for your game — the same treatment our Classics line gives Chess, Go, and Backgammon — designed from scratch around your game’s world.
Your whole game taught in one document — setup, turns, winning, and the edge cases players always ask about.
Your rules, restructured to teach from zero in the order players meet them — not just reformatted, re-thought.
Custom diagrams for your board, your pieces, and your key mechanics — drawn for your game, never stock.
You review, we refine — twice — with one point of contact the whole way through.
A print-at-home friendly PDF plus a screen-optimized version, so the guide works at the table and on the phone.
Your game is yours, and the finished guide is yours — sell it, bundle it, print it, give it away.
What you provideYour rules text — the game should be playtested and rules-stable — plus photos or descriptions of your components if you have them. We can work from text alone.
The buildYour guide is designed from scratch: your art direction, your colors, your feel — in any style of art, from storybook watercolor to pulp spectacle to bold modern minimal.
Two roundsTwo revision rounds are included, with one point of contact for feedback. We reply to every inquiry within 48 hours with a yes or no and a start date.
Delivery · then print, if you want itYour finished digital edition lands — and if you want it in players’ hands as a physical book, the print door is open, below.
The Classics wear our house style — charcoal, gold, heraldic. Your guide doesn’t. It wears your world. One invented game, three of the directions we can take it:
Beyond the digital edition
Your guide begins as a digital edition — and it can be completed as a full print edition in any format. If you can picture it, we can design it — and get it printed.
The complete pilot guide: up to 15 pages, rules taught from scratch, custom diagrams, print-at-home + screen editions, two revision rounds.
The same complete guide, the same inclusions, the same two revision rounds — built first, on the fast track.
The guide is identical. Same pages, same diagrams, same revision rounds, same ownership. The $100 difference buys one thing: speed of attention. Standard joins the work queue and is delivered in 3–4 weeks. Priority jumps the queue — your guide is the next one built — and lands in 14 days. Choose by your deadline, not by fear of missing features: there are none to miss.
Print editions are quoted per project after the pilot, once we know your format, stock, and run size.
Pilot pricing is a fraction of the future rate. In exchange:
Start your commission
If your game is playable and your rules are written down, you qualify. Send the short version here and we’ll reply within 48 hours with a yes or no and a start date. First come, first served — 2 pilot spots.
The things creators ask before they hand us their game.
If it’s playable and the rules are written down and stable, yes. Kickstarter-bound, print-and-play, or made just for your own group — all qualify. If the rules are still changing every session, finish the game first; a guide locks the teaching to the game as it stands.
Your rules text, one point of contact for feedback during the two revision rounds, and — if you have them — photos or descriptions of your components. We can work from text alone.
You do. You own your game 100%, and you own the finished PDF — sell it, bundle it, print it, give it away. Game Squire keeps showcase rights: we may display the guide and talk about the project publicly, and a “Guide by Game Squire” credit line appears in the PDF.
Yes. Every guide starts as a digital edition and can be completed as a full-color print edition — glossy or matte, premium stock, wraparound covers. Order the print run through Game Squire (paid in advance; we fulfill it through our print partners), or take print-ready files for KDP, DriveThruRPG, or your own manufacturer. Print is quoted per project after the pilot.
Because each guide is built by hand around one game’s world. The pilot rate — $149, a fraction of the future rate — is exchanged for case-study rights and a short testimonial, and two spots is what we can give full attention to at once.