[HN Gopher] Every board game rulebook is awful [pdf]
       ___________________________________________________________________
        
       Every board game rulebook is awful [pdf]
        
       Author : sgbeal
       Score  : 143 points
       Date   : 2024-12-02 15:43 UTC (7 hours ago)
        
 (HTM) web link (drive.google.com)
 (TXT) w3m dump (drive.google.com)
        
       | mdaniel wrote:
       | The Farming Game rulebook[1] authors must have taken this list as
       | a "how to" guide because it is by far the worst I have ever
       | encountered. They intermix _rules_ with some _narrative_ meaning
       | one has to parse a lot of words to extract which ones are
       | relevant to getting started with the game and what actions are
       | legal during play. It 'd be like if those infamous recipe blogs
       | _intermingled_ the SEO content in between baking instruction
       | steps
       | 
       | 1:
       | https://upload.snakesandlattes.com/rules/f/FarmingGameThe.pd...
        
         | durumu wrote:
         | Reminds me of competitive programming, a la Codeforces or IOI,
         | where you solve incredibly challenging algorithmic problems
         | that are wrapped in some silly story about a cow in a garden or
         | something. (In my opinion, that is part of the challenge and
         | fun!)
        
       | Pet_Ant wrote:
       | The rulebook for GMT's "Combat Commander" by Chad Jensen is in
       | war gaming circles often mentioned as an excellently written
       | rulebook.
       | 
       | https://s3-us-west-2.amazonaws.com/gmtwebsiteassets/living_r... [
       | 5MB PDF ]
        
       | dpc_01234 wrote:
       | TL;DR? Seems interesting and worth keeping in mind for other
       | types of documentation.
        
         | readthenotes1 wrote:
         | Tldr: it's tl, didn't even load the 32mb pdf before my patience
         | ran out
         | 
         | (I'm in a slow connection and have a fair amount of disdain or
         | something that's probably 20 x the size it needs to be)
        
           | LoganDark wrote:
           | It has tons of images, diagrams, charts. 32mb is... sort of
           | reasonable in this case. There are 150 pages.
        
             | shagie wrote:
             | It mostly finishes on page 93. Pages 94-100 are references.
             | The remainder of it is then "Prototype Rulebook: Stardew
             | Valley"
        
         | JeremyBarbosa wrote:
         | There is really too much here to summarize. It's a 150 page
         | guide to technical writing, as in the writing of technical
         | manuals, using a variety of board game rulebooks the author
         | wrote as examples. I am only 15 pages in, but so far I have to
         | say the boardgame approach with all its images makes this a
         | much more fun read then any other guide I have seen for writing
         | manuals. It is just about writing though. I don't think you'd
         | gain much if you are just a general boardgame fan looking for a
         | behind-the-scenes look at rulebook creation (if that is even
         | something people look for??)
        
           | yifanl wrote:
           | For accuracy, it's a 100 page guide to technical writing,
           | followed by a 50 page sample rulebook for Stardew Valley
           | implementing all the ideas :)
        
           | crdrost wrote:
           | Ironically these two comments seem to indicate a guide to
           | technical writing, that did not view technical writing itself
           | as a technology which they were writing about?
           | 
           | Like, should start with a "quick start overview" about here's
           | how the process looks, etc.?
        
         | yifanl wrote:
         | Board game rulebooks are documents that need to cater to
         | multiple audiences including both new players learning from the
         | rulebook and experienced players looking to skim through for
         | very specific interactions they have forgotten. They also often
         | refer to a system where there's a high degree of infomational
         | dependence.
         | 
         | Intelligent sequencing of rules and breaking apart chunks with
         | good leading words and provided diagrams allows the second set
         | of users to speed through their skimming while reducing
         | cognitive load to new players.
        
       | furyofantares wrote:
       | I feel like they mostly don't playtest the rulebook very much,
       | and that doing so would get it in great condition.
       | 
       | Watching someone try to learn the rules will tell you exactly
       | where the rulebook is too complicated, doesn't introduce
       | something at the right time, doesn't reiterate something that
       | needs reiterating, doesn't emphasize something enough, etc.
        
         | toast0 wrote:
         | It's _hard_ to playtest a rulebook, because you need to get
         | fresh players every time, if you want to optimize for the out
         | of box experience (which I think you should!). But also, I
         | think selection bias for playtesters is going to give you
         | testers who are willing to dig through complex rule
         | interactions, and that might not be everyone.
         | 
         | I've had the best luck with explaining games that have short
         | rule sets. Anything more than 4 pages and you really need the
         | multiple sets of rules paradigm, and a good tech editor to make
         | sure the playthrough instructions are accurate with the
         | reference instructions. It's my personal choice, but I also
         | don't care for the games where there's enough stuff going on
         | that it's easy to skip things that are important to balance the
         | game; but there's certainly a balance --- I want a game where
         | there's enough chance that anyone could win, but enough skill
         | that I feel like I can still do well even if chance is against
         | me, and I strongly prefer games where everyone is engaged until
         | the end.
        
           | furyofantares wrote:
           | In my experience, it is not that hard to get a stream of
           | fresh playtesters. Maybe I'm just fortunate.
           | 
           | I also don't think the playtester bias to be particularly bad
           | for this. You'll miss some stuff because your playtesters
           | will usually be a lot better than average at reading rules.
           | But nearly everyone stumbles in visible ways on rulebooks,
           | and the fixes for an experienced playtester stumbling tend to
           | be simplifications / clarifications that are even more useful
           | to inexperienced players.
        
           | bluGill wrote:
           | Fresh players are easy, just go any college and put up some
           | posters. $minimum wage to try a new game - it isn't a good
           | deal if you are into money, but if you ensure they have fun
           | and have some beverages they will do it anyway. If someone is
           | really good at something you know who to make an offer to.
        
         | starkparker wrote:
         | This is my top comment. Some designers I've worked with are so
         | obsessed about playtesting and tuning individual mechanics or
         | systems that the never actually playtest the full game flow
         | with no-knowledge players also _running_ the game.
         | 
         | From a technical standpoint, too many technical writers (much
         | less game designers writing rulebooks) lack the tools or
         | understanding to single-source content and consistently reuse
         | it in multiple places. A lot of rulebooks are written and
         | designed as if repeating content is the greatest of sins, but
         | for a game in play, _the last_ thing you want to do is make
         | someone flip to referenced pages. You know what the text should
         | be, just reprint it consistently where it's relevant.
         | 
         | But then this reveals that the problem is often inherent in a
         | game's physical design. If a game has several discrete rules
         | that must be frequently cross-referenced or repeated, those
         | rules should move out of a physical book and onto cards or
         | discrete handout items. And indeed, in my experience doing that
         | has been the effective endgame of the "rulebooks are reference
         | documents that lack the searchability of a reference document"
         | complaint from this essay's writer: rather than having a
         | comprehensive, organized, searchable reference document, find
         | ways to move the rules into the game. Even better: find ways to
         | move the actions allowed by the rules into the physical actions
         | of interacting with the game, such that you don't need words to
         | describe them.
         | 
         | The essay instead suggests borrowing or informing structures
         | from textbooks and lesson plans, but the pragmatic answer isn't
         | to make a new, better kind of game-teaching book, it's to make
         | the rules more accessible _within the medium of the game
         | itself_, of which the rulebook rarely or never is. The best
         | reference guide is the one that doesn't exist because the
         | designers recognized that it shouldn't and designed the game
         | appropriately. The second-best is one that's integrated into
         | the game or board as a component.[1]
         | 
         | In other words, and against the essay's conclusion, the
         | necessary text to run a board game _should_ fit on the inside
         | of the box lid: who can play, how to set it up, and how the
         | components embody the rules. The board and components
         | themselves should be the best, and ideally only, required
         | documentation after that.
         | 
         | But that's also a fundamental design problem in games. This
         | essay proposes a way to make a better band-aid for that self-
         | inflicted wound, but it would be best if designers thought
         | about how to avoid it, and that can only happen when you have
         | know-nothing playtesters crack the box open for the first time.
         | Alas, much of modern game design is so dense and maximalist
         | that if you shipped a game that didn't require a dense rulebook
         | to play, people would knee-jerk react as if the game was too
         | simple or just awful.
         | 
         | 1: One of my favorite recent board games is That Time You
         | Killed Me, a time-travel-themed game with a complex conceit. It
         | incorporates the manual as part of the game's progression, and
         | it's flavorful, tells a story, is aesthetically pretty, and
         | builds its rules upon itself at each step. It does few of the
         | things advised in this essay, and if it did more of them, I
         | think I might like the game less.
         | 
         | https://gamers-hq.de/media/pdf/aa/31/ef/TTYKM_Rules-min.pdf is
         | the reference guide and core tutorial; it's 12 pages long, most
         | of it art. The rest of the rules are in the spoiler-filled
         | chapters not part of that PDF, each of which introduces new
         | rules alongside a separate sealed box of new components.
        
           | vundercind wrote:
           | Just about the only innovations in board games _per se_ that
           | I 've seen, that've made them easier to play, are increased
           | focus on helpful iconography, and more widespread use of
           | "cheat sheets" (cards, little cardboard bits with print on
           | them) for each player. Not every game uses them, and not
           | every game uses them _well_ (the iconography, especially) but
           | damn is it ever nice to sit down to a game you haven 't
           | touched in a year and find that just glancing over the player
           | cheat-sheet and icons on the games' various bits is enough to
           | refresh your memory of the rules well enough to present it to
           | newbies again, leaving maybe just a few details of initial
           | set-up to be looked up in the rulebook (and sometimes the
           | really good ones sneak those onto the cheat sheets or graphic
           | design of e.g. the board!)
        
         | andrewla wrote:
         | Playtesting, like usability studies, is not really going to
         | solve the problem, because it isn't a creative process.
         | 
         | You need to have a proposed solution in order to playtest or
         | evaluate, and if you start in a bad place you're not going to
         | iterate your way out of it.
        
           | bluGill wrote:
           | Usability studied are not about finding solutions, they are
           | about finding where your solution works/doesn't work. There
           | are too many places where creative solutions are not usable,
           | and so you need to send your creative people back to the
           | drawing board.
        
       | julianeon wrote:
       | I'm learning Conquest and Netrunner now. I kind of half-
       | understand Conquest now, and as for Netrunner, lol. One day. So
       | this is very relevant to me.
       | 
       | I would compare the experience to being lost in a class, failing
       | the first test, but just hoping you'll be able to learn enough by
       | semester's end to pass. It's not easy, explaining all the ways
       | things influence each other and cross-contribute. But thinking
       | about it in a structured way can only help.
        
         | JamesSwift wrote:
         | My nephew and I taught ourselves Netrunner by reading through
         | the rulebook and it was tough. Fortunately we were at Dicetower
         | East and there were plenty of folks who stopped by to ask if we
         | needed help (so many people excited to see Netrunner lol).
         | 
         | Overall if you just run a few games you will pick it up as you
         | think through the implications of rules. My main complaint is
         | that the recommended starter decks hide several mechanics so
         | you end up reading all these rules that dont even apply at
         | first.
        
           | Lyngbakr wrote:
           | We bought Netrunner because it looked amazing, but we
           | laboured through as many of the rules as we could stomach
           | before putting it away without playing. That was 10 years
           | ago. We've haven't had the energy to try again yet.
        
       | r00fus wrote:
       | I liked how in Exploding Kittens (card game not a board game but
       | similar genre) they basically say - watch this YT video URL + QR
       | code to understand how to actually play.
        
         | bongodongobob wrote:
         | No thanks, I can read faster than they can explain.
        
           | jumploops wrote:
           | Can you read the rules and explain them to others faster than
           | a video?
        
             | bongodongobob wrote:
             | Yes because I know the other players strengths and
             | experience.
        
           | vundercind wrote:
           | I definitely can't absorb the meaning of two pages of turn-
           | order and action-economy description faster than a one-minute
           | demo of someone taking a turn can convey the same
           | information. I can _read_ it that fast, maybe, but it 'll
           | take some more reading and maybe some scratch paper to sort
           | it out, or even busting out the game and stepping through it
           | with the pieces as if I were playing. That's all way slower
           | than a video.
           | 
           | I agree that in practice lots of explainer videos waste a ton
           | of time with intros and such, but thirty seconds of good
           | video can easily replace ten minutes of reading and re-
           | reading.
           | 
           | [EDIT] Put it another way: if you're trying to decide whether
           | to get a game, do you read the rule book? I'd put that after
           | videos of play, which are by far the most useful thing for
           | this, followed by written first-time play AARs (a huge step
           | down from a video, but serviceable), followed finally and
           | distantly by the rule book. This is entirely because getting
           | a sense of how a game _actually plays_ from a rule book is
           | hard and slow.
        
             | db48x wrote:
             | I like Phil Eklund's approach for High Frontier. The manual
             | includes example games with every event and move explained,
             | and the game has a solitaire mode that lets you play by
             | yourself. There are small differences in some of the rules,
             | and scoring is different, but the core gameplay is the
             | same. Once you've beaten the solitaire mode you will
             | certainly understand the rules quite well.
        
         | Symbiote wrote:
         | No thanks, if I wanted to look at a screen I'd play a video
         | game.
        
           | r00fus wrote:
           | They do have a manual, but getting the gist of the game
           | through watching actual gameplay is a lot more intuitive for
           | most people. It's like a 5m video.
           | 
           | I liked the idea so much when I learned Spirit Island with my
           | kids we watched videos first before diving into board setup -
           | which was quite complex.
        
         | bena wrote:
         | Exploding kittens and their other games are also simple 1 or 2
         | rule games.
         | 
         | There's not a lot of rule depth.
         | 
         | You couldn't do the same with risk or kill dr lucky for
         | instance
        
       | bondarchuk wrote:
       | I kind of like Root's approach, just make three separate
       | rulebooks. One quickstart guide, one "normal" rulebook, and one
       | "law" type rulebook laying out everything in almost procedural
       | style with clear and consistent definitions etc. Many games could
       | benefit from that.
        
         | nurumaik wrote:
         | One book to decide whether to play, one book for everyone and
         | one book for "that nerdy guy anyone will ask during game"
         | 
         | Good idea
        
           | fsckboy wrote:
           | "...and one book to rule them all"
        
             | juancn wrote:
             | "...and in the darkness bind them"
        
               | ben_w wrote:
               | Please. _Ring_ -bind them.
        
           | clown_strike wrote:
           | You sell 3x as many books that way.
           | 
           | I bought two of the Fate books (first the "toolkit" book,
           | then the "core system" book) not fully understanding the
           | differences.
        
         | bongodongobob wrote:
         | This is essentially how we run DnD. Players handbooks, DM
         | guide, and some quick reference cards for combat and actions.
        
         | jampekka wrote:
         | And quickstart video tutorials please.
        
         | jncfhnb wrote:
         | Root's is... ok until it isn't with all the expansions and then
         | you don't know which book to grab.
        
           | Pet_Ant wrote:
           | You can find the latest version of "The Law of Root" on their
           | site and it's update June 2023 with the latest expansion:
           | 
           | https://ledergames.com/pages/resources
        
         | bombcar wrote:
         | One war-game I played came with two rule books, which was
         | incredibly helpful for learning to play - each player could
         | read his own copy.
         | 
         | But single-page "QuickStart" rules for each player (which later
         | serve as a reference) and a main rulebook can work well, also.
         | 
         | The problem with this is it can result in a bunch of "special
         | cases" not being known about until later; IIRC we had this
         | problem with Agricola and it wasn't until the fourth or fifth
         | play through that we didn't identify a rule we had been
         | mistaken about during play. That game's especially bad since it
         | has so many possible interactions that could be A then B or B
         | then A.
        
           | bluGill wrote:
           | If you have fun isn't that the point. Ideally games should be
           | a here are the simplified rules so you can have fun fast.
           | Then here are the full rules so you can play a much more
           | complex and fun game. Of course pulling that off is hard.
        
             | 2muchcoffeeman wrote:
             | Ultimately the fun of a heavy board game comes in having
             | interesting decisions to make and executing your strategy.
             | 
             | So the nuances can really matter. Even if you get the rules
             | right, you don't realise the importances of something until
             | you play once or twice.
        
           | 2muchcoffeeman wrote:
           | Agricola is pretty old. Many of the older euros that were
           | translated to English are shocking. And the way information
           | is conveyed is noticeably worse than a good modern euro.
        
         | tristramb wrote:
         | This is similar to the four types of software documentation:
         | https://docs.divio.com/documentation-system/
        
           | bluGill wrote:
           | Sounds good, but I'm stuck with how to apply that to my
           | current documentation. I need a how-to right now and all I
           | get is an explanation.
        
             | coherentpony wrote:
             | > I need a how-to right now and all I get is an
             | explanation.
             | 
             | This isn't a reasonable expectation. Your current state of
             | documentation may be very different from some-other-
             | software's current state of documentation. There may (or
             | may not) be commonalities across those states, but assuming
             | the most conservative situation leaves you with no
             | commonality and the author's only option is to write the
             | explanation for you. From there, you have to think about
             | what transformations you need to apply to your current
             | state to get it to the desired state.
             | 
             | Contrast this with game rulebooks. There is a clear
             | commonality: situations where none of the players know any
             | of the rules. Therefore, the rulebook can easily be written
             | assuming no knowledge of the current rules of the game.
             | Players that know the rules of the game can either a) go
             | make everyone coffee and avoid polluting the learning phase
             | with information that stretches the patience of the folks
             | reading the rulebook; or b) claim to the players that don't
             | know the rules that the rulebook is useless and they can do
             | a much better job explaining all the nuances much better
             | than the person that designed the game.
        
         | almostdeadguy wrote:
         | It drives me crazy personally, I think Arcs abandoned this for
         | good reason. Root has a major rules sprawl issue IMO. Many
         | rules are spread throughout the cards, the "Learning to Play"
         | guide, the "Law of Root", the player mats, etc. I don't
         | actually think you can really learn the game unless you have
         | the board and player mats right in front of you. Wehrle's
         | predilection for thematic names with clearer/plainer synonyms I
         | think makes this hard as well.
         | 
         | People who praise the game by saying "the board teaches you how
         | to play" are technically correct, but I think this glosses over
         | how difficult it is to internalize turn structure before
         | sitting down to play the game.
         | 
         | That being said, it's not the worst game I've ever had to
         | learn. That dubious distinction probably belongs to Wehrle's
         | John Company (scowling at you "Events In India" rules).
        
         | lupire wrote:
         | Catan brags about its Overview, Game Rules, and Almanac.
         | 
         | https://www.catan.com/sites/default/files/2021-06/catan_base...
        
         | gizmo686 wrote:
         | Most modern boardgames do something like that (although
         | typically in a single book with multiple sections).
         | 
         | The standard seems to be to start with a setup/quick start
         | guide that walks you through the initial setup and the in-order
         | game loop.
         | 
         | Then have a reference section that goes through all of the
         | specific mechanics (e.g., a deckbuilder might have "then play a
         | card from your hand" in the quick start, and the reference
         | section would go through the various cards available).
         | 
         | Then at the end is a FAQ, that is mostly just all of the rule
         | lawyer stuff.
         | 
         | Modern games also tend to be better at not needing new players
         | to refer to the rulebook as they used to. Nowadays, you almost
         | always get some form of a cheat sheet card that explains the
         | core game loop, and many rules will be encoded in some way on
         | the game elements themselves.
         | 
         | Now that I think about it, technical writing classes should
         | really take field trips to game stores. There is a lot of
         | impressive that goes into communicating how to play that most
         | people never notice.
        
           | littlestymaar wrote:
           | > Most modern boardgames do something like that (although
           | typically in a single book with multiple sections).
           | 
           | As a member of a boardgame club having played to
           | approximately a hundred of less-than-two-years-old games[1]
           | over the past year and a half, I can assure you _most_
           | boardgames don 't, even modern ones.
           | 
           | [1] yes, there are that many games. A few years back there
           | were approximately six hundreds new games being released in a
           | year, for the French market alone (granted it's one of the
           | most dynamic), and I heard it more than doubled after Covid
           | so I don't know where we're at right now.
        
       | jvalencia wrote:
       | I recall my favorite part of opening up a new Nintendo game was
       | poring over the manual. I didn't actually want it for
       | instructions. It was the lore and the pictures and the dreams of
       | what I could do with the game that made it fun.
       | 
       | Now, people are so media saturated that they're begging to remove
       | as much content as possible in order to just get the clearest bit
       | of information. I can't help we've lost something in society when
       | we're not really enjoying or having fun unless we get immediate
       | and overwhelming pleasure triggers.
        
         | kelseyfrog wrote:
         | > I recall my favorite part of opening up a new Nintendo game
         | was poring over the manual.
         | 
         | Have you by chance played Tunic? If not, there is a mechanic
         | you may be particularly interested in. :)
        
           | jvalencia wrote:
           | I did! And I enjoyed the mechanic, it was cute, incremental,
           | and terribly fun.
        
           | ziml77 wrote:
           | That mechanic is so creative. I love the gave but it's hard
           | to describe what's so great about it to others without also
           | revealing that brilliant mechanic which is really fun to
           | encounter for the first time without expecting it.
        
             | vundercind wrote:
             | A conversation vaguely pointing toward a key game mechanic
             | that _might_ have something to do with metatextuality but
             | which mustn 't be described for fear of spoiling it is a
             | damn good way to get me to buy a game.
             | 
             | (Just purchased. Easy buy vs. wishlist decision since it's
             | currently half-off on Steam)
        
         | mandolingual wrote:
         | We've "lost something in society" because we don't want to be
         | immersed in lore and pictures and dreams of what we could do
         | while our friends sit patiently around the table waiting for us
         | to look up if we can build a dairy barn in the farm flash step?
        
           | jvalencia wrote:
           | This is referencing a rule. I'm not sure I'm arguing against
           | a clear reference, I like those. But I've certainly been at a
           | table where we open the box, the host hasn't read the rules
           | and frankly doesn't want to. I would hope you'd be excited
           | about the board game, enjoy the book that comes with it, and
           | then invite your friends over to play :-)
        
             | bluGill wrote:
             | I've been that friend who was invited over to play with
             | hosts that were really good and knew all the obscure rules.
             | Not very fun when you discover your strategy fails because
             | of some rule you didn't know of that they waited until you
             | were committed to point it out.
        
         | toolz wrote:
         | I think you may be romanticizing the past a bit here. I got a
         | Nintendo when it came out too and I never did any of the things
         | you've done. You may have just imagined everyone was behaving
         | in the same way you were, when it's probably just as likely
         | they behaved more like me.
        
           | jvalencia wrote:
           | I concede this may be true. First time I played D&D, I bought
           | the rulebook and pored over it until I knew the rules and
           | details -- and had a blast. Now, being a DM, no one reads the
           | rules.
        
             | clown_strike wrote:
             | It's not the same. Instruction manuals were unambiguous.
             | (SimLife's was really fun from what I remember.) You got
             | one and it said everything it needed to.
             | 
             | D&D (and many other TTRPGs) have become too Judaic for my
             | liking. You can read the Torah cover to cover, but like any
             | religion you'll inevitably be told you don't actually
             | "understand" it unless you _also_ buy and read the Talmud
             | and all these journals and attended these seminars.
             | Literally  "Rules Lawyering: The Game." All these add-ons
             | revising canon and adding some crappy fanfic or art just
             | feel like cheap cash grabs. It's just not _good_ enough for
             | what it costs.
             | 
             | Nintendo never sold you add-ons for the instruction manual
             | expanded universe. Subscribing to Nintendo Power might net
             | you cheat codes or a poster or something--bonus content--
             | but they were never integral to understanding the games.
        
               | bluGill wrote:
               | In both religion and TTRPGs every once in a while someone
               | says lets throw away all those supplements and get back
               | to the original. Some of them then add supplements
               | (either their own new ones, or the old ones) back as they
               | realize something they want to change/clarify.
               | 
               | You of course should pick exactly the same stance on the
               | above as I do. But like any true gentleman I never tell
               | you my stance is.
        
           | ryandrake wrote:
           | I remember getting Ultima V as a kid and it came with this
           | beautiful cloth map, some little game related physical
           | artifacts, and a big lore book you could read to get the
           | backstory and context. I read that thing cover to cover
           | before embarking on that awesome game. It was really
           | something special. They don't make games like that anymore.
           | Now it's "Here, have a half-assed binary, delivered online,
           | full of bugs (because we rushed it out without QA) that's
           | going to need a zero day patch just to work, and search the
           | web if you want (fan-written) lore and immersion."
        
           | vundercind wrote:
           | I loved my tiny little NES manuals (the artwork!) and big-ass
           | PC RPG manuals like the one for Fallout 2.
        
         | amiga386 wrote:
         | Me too. And the Sega games too. It was something to read on the
         | bus back home from the shop where you bought the game.
         | 
         | Also, the box art and booklet typically had much higher quality
         | than the game. As a single example, look at Mega Man:
         | https://retrovolve.com/an-illustrated-history-of-mega-man-bo...
         | 
         | And then there was a period in the 1990s when the FMV intro had
         | higher quality graphics than the rest of the game.
         | 
         | These situations just don't exist these days. Although,
         | admittedly, some people _do_ buy game books and lore books
         | because they 're well illustrated (illuminated?)
        
         | klodolph wrote:
         | What era were you doing this in? I love looking at these old
         | manuals but every era was different.
         | 
         | I think the decline is kinda obvious... the manual is an
         | expense, most people don't want to read it, and it's better to
         | make the game explain its own story and gameplay. 1980s manuals
         | had walkthroughs and explained the story because that kind of
         | functionality was difficult to put in software. Today, games
         | frequently have catalogs and encyclopedias you can access in-
         | game, extensive cutscenes that give you the story, and
         | tutorials for every important game mechanic.
         | 
         | It's wild to look at the Final Fantasy II (you know, FF4)
         | manual from 1991. It has half the story laid out with maps of
         | towns and dungeons, followed by tables of the items and
         | abilities in the game. Meanwhile, you look at Xenoblade
         | Chronicles 3 from 2022. XC3 is absurdly complicated by
         | comparison and has a much larger story, but it is playable
         | without a manual because the game explains how to play as you
         | play it. Somewhere in the middle, in the 2000s, you have the
         | middle option--manuals that give you a list of characters in
         | the story and tell you what all the buttons do.
         | 
         | Archive.org is great for these old manuals.
         | 
         | Worth mentioning is how games like Legend of Zelda were not
         | anticipated to be beatable by ordinary players without help
         | (help beyond what the manual provided). Phantasy Star 2 is in a
         | similar category and I think you were expected to have the
         | strategy guide.
         | 
         | Also worth mentioning is games like SimLife, where the manual
         | is a proper software manual. It also has those weird cartoons
         | about a family playing around with a gene splicer.
        
           | jvalencia wrote:
           | Late 80s early 90s. And yes I played all the games you
           | mentioned when the games came out. I especially loved
           | simlife, but it didn't age, at all.
        
           | lazystar wrote:
           | Not OP, but I had a similar experience growing up in the
           | '90s. StarCraft in '98 is probably the best example; the
           | original manual is the only source with the backstory
           | explaining how the humans in the game left earth in giant
           | colony ships, got lost, and ended up colonizing the koprulu
           | sector. Without that backstory, the game's story - and
           | especially Brood War's story - are pretty hard to follow.
           | 
           | > Today, games frequently have catalogs and encyclopedias you
           | can access in-game, extensive cutscenes that give you the
           | story, and tutorials for every important game mechanic.
           | 
           | I was able to read the StarCraft manual on the bus to school,
           | car rides, waiting rooms. If the info had been locked in the
           | game itself, in some kind of sub-menu, I never would have
           | read through it, because I was playing the game.
        
             | klodolph wrote:
             | > I was able to read the StarCraft manual on the bus to
             | school, car rides, waiting rooms. If the info had been
             | locked in the game itself, in some kind of sub-menu, I
             | never would have read through it, because I was playing the
             | game.
             | 
             | Kind of a fun exercise to think how a modern game would be
             | different. I haven't played StarCraft II so this is just my
             | take on a modern version of this.
             | 
             | Put some more info into cutscenes and really hammer the
             | important stuff home (repeat it), taking advantage of the
             | higher-quality cutscenes we can make these days. Other info
             | goes in the encyclopedia. Make an encyclopedia mechanic--
             | each entry for a unit is unlocked once you destroy a
             | certain number of those units in-game. Unlocking the entry
             | gives you some slight mechanical advantage, like the
             | ability to see which upgrades the unit has or the exact HP
             | values. Once or twice during the game, design a segment of
             | gameplay that requires you to complete an encyclopedia
             | entry in order to pass.
             | 
             | I'm sure the kids in the 2000s could just play games on the
             | bus.
        
               | p1necone wrote:
               | > I'm sure the kids in the 2000s could just play games on
               | the bus.
               | 
               | I certainly played gameboy in the car, until I inevitably
               | got carsick and had to vomit somewhere. Pokemon vs nausea
               | was a tough tradeoff.
        
             | rvba wrote:
             | As much as I love StarCraft, they really could have
             | explained this part of the story in a better way inside the
             | game.
        
           | bluGill wrote:
           | Manuals served another purpose in the 1980s: pirates rarely
           | copied the manual with the game and so someone who bought the
           | real game could learn how to play it while the pirates had a
           | large collection of games that were no fun because without
           | the manual they spent a lot of time trying different buttons
           | just to see what worked - often they never did figure out the
           | secret moves and so the game wasn't even winnable even though
           | they could make progress and it seemed like they just needed
           | to get better.
        
             | lupire wrote:
             | Also the manual contained the copy protection "proof of
             | analog information" challenge answers.
        
               | ryanchants wrote:
               | Yep, LHX Attack Chopper had all the specs of the
               | helicopters and weapon systems and would ask you random
               | questions about those on start.
        
           | lupire wrote:
           | Living rent-free in my head for 30 years:
           | 
           | "The family that transmogrifies together eats flies
           | together!"
        
       | imzadi wrote:
       | The rulebooks are the worst part of the hobby. Some are beyond
       | awful. One Deck Dungeon took me several attempts and a few google
       | searches to figure out.
       | 
       | Another bad one was the travel version of Azul, which assumes you
       | have already played the full size version.
        
         | debo_ wrote:
         | I also watched a few videos to understand one deck dungeon, but
         | it wasn't until I bought the mobile game that I really felt
         | like I knew what was intended.
         | 
         | Don't get me started on One Deck Galaxy...
         | 
         | I love both games, though.
        
       | blakeburch wrote:
       | As an avid board gamer, I think one of the biggest factors is
       | page count. A big rule book makes the game feel less
       | approachable. In the example provided at the bottom, the
       | rewritten rulebook is ~50 pages. The original is 24. It doesn't
       | matter how well it's written if it scares people off.
       | 
       | I find that many people are so afraid of reading game rules that
       | they'd rather watch 15-30m how to play videos. It's telling of
       | the industry that these videos are typically better learning
       | resources than the rulebooks themselves.
       | 
       | My favorite rulebooks have 1-page rule references at the back or
       | scannable columns on each page that summarize the main text.
       | 
       | As someone who enjoys technical documentation writing, I think
       | board game rulebook writing would be a rewarding experience. Not
       | exactly sure how to get into that field though...
       | 
       | (I have yet to read this in full, but I'm excited to dig in)
        
         | adamredwoods wrote:
         | I re-write rules for myself for games where I need a better
         | teaching "script". For example, the Keyper rulebook was
         | terrible, but the rules themselves were not. I wrote myself a
         | summary so I could re-teach the game if needed.
         | 
         | https://boardgamegeek.com/filepage/269820/keyper-quick-rules...
         | 
         | https://boardgamegeek.com/boardgame/212516/keyper
         | 
         | And Smartphone, Inc, because the rulebook was bad for looking
         | things up quickly:
         | 
         | https://boardgamegeek.com/thread/2979178/some-rules-notes-i-...
        
           | 12_throw_away wrote:
           | Yes! Anything I'm serious about learning, I (re)write the
           | documentation as I go. Haven't tried this with board games
           | yet, but it actually sounds kind of fun.
           | 
           | For me, at least, there is no rulebook or textbook or docs
           | page that is so great that I can learn about something just
           | by reading about it. Unless I can mess with it (even just by
           | writing my own text about it), I will never internalize it.
        
         | imzadi wrote:
         | My group recently played Veiled Fate. Loved the game, but the
         | 40-page rulebook was certainly intimidating.
        
         | wormius wrote:
         | I mostly agree, but it depends on "density". If there's lots of
         | photos and diagrams that both makes the page count larger, and
         | helps ease it. You can have a super dense text only book that's
         | 24 pages, but hard to parse because there's no images/diagrams,
         | etc... Layout also matters, as does spacing.
         | 
         | I looked at Twilight Struggle and was terrified at how thick
         | the book was, but it's really more a reference guide, and each
         | step is laid out in detail, so there were hardly any questions.
         | And if I had them they were easy to find. It's intimidating at
         | first, but in terms of ease? It actually worked really well.
         | But for the most part, yes. Big thick tomes that are full of
         | overly flavored text and lack of examples/references are the
         | worst. I really like when there are player cheatsheets that
         | help explain the flow of the game and common elements to help
         | reduce downtime/asking the "leader"/teacher for info
        
         | legitster wrote:
         | I personally dislike how-to-play videos. If you blink and miss
         | something, hunting around a video is much worse than scanning a
         | rulebook. I also do not have the patience to sit there for
         | 10-15 minutes.
        
         | snarf21 wrote:
         | You are on the mark. The thing most people hate is learning a
         | new game. My friend's wife refuses to learn new games but is
         | fine playing Terraforming Mars every night (which is not an
         | intro level game). Take games like Ark Nova with an hour teach
         | (literally) and you really really have to want to learn and
         | play that game. It is also why party games and simple card
         | games stay so popular because the rules are always less than 5
         | minutes.
         | 
         | To make a great rulebook, you probably new two or three
         | diagrams per page for each new concept. So do you have a huge
         | rulebook that is easy to learn from or a small one that is hard
         | to learn from. (The cost and weight factors are pretty
         | negligible.) It also points to the ongoing success of card
         | driven games since you can defer the rules overhead until
         | someone draws the card and they can read the rules themselves
         | as long as the turn structure is fairly simple to jump right
         | in.
         | 
         | Source: I design board games as a hobby and pitch them to
         | publishers.
        
           | bluGill wrote:
           | Large complex games can be fun. But they require investment,
           | if you don't have a group who will play the game with you
           | "often" then they are not worth learning. Meanwhile I can
           | teach someone a card game in a couple minutes, play for some
           | time over a meal and never see that person again.
        
       | Apreche wrote:
       | WTF I am cited in this paper?!?!?!
        
       | jncfhnb wrote:
       | I don't know much about Paul Grogan but I know he was
       | specifically brought on for the ISS Vanguard rule book and, man,
       | what a piece of fucking trash that thing is. The book dedicates a
       | considerable amount of pages running you through a walkthrough
       | game. Every time I open it I'm reminded that a large portion of
       | the rule book is, in fact, not rules.
       | 
       | My favorite rulebook is Stationfall. There is a dedicated
       | rulebook for fun lore and general tips; a set thing for walking
       | through a game, and two copies of the dry legalese.
        
         | vundercind wrote:
         | I think board games on the more complex end are running into
         | the fact that they're goddamn near impossible to teach, or to
         | _learn_ well enough to teach, without watching a demonstration
         | or playing a couple demo rounds. A book alone is simply not
         | sufficient without, as the linked PDF complains about,
         | something like the effort of studying a textbook, probably with
         | the game-pieces right alongside and working through fake play
         | as you go so that any of it makes sense.
         | 
         | Attempts to translate that into extensive game walkthroughs in
         | manuals (not quick examples of play to demonstrate a rule,
         | which _are_ sometimes nice) are horribly misguided. Just
         | include a damn QR code that points to a YouTube video. Give it
         | an entire page to make it more likely the players find it, that
         | 'll still be less space than a walkthrough.
         | 
         | I truly think Monopoly's around the upper end of complexity
         | that normal people can be expected to absorb and apply from a
         | game manual--not from someone showing them the right way, or
         | from a video--which means the vast majority of modern-era games
         | are way past that point. I've known more people who fail to
         | play with all parts of the Monopoly rules than I've known
         | people who correctly play with all of them (or at least know
         | the rules, but affirmatively reject or deliberately modify
         | them) by a large margin. Usually it's auctioning or mortgaging
         | they skip, either because they never read the rules and learned
         | from someone who wasn't familiar with those parts, or because
         | they did read the rules but deemed one or both of those parts
         | too daunting to play and manage _without having seen a
         | demonstration of it_ and decided the game seems like it can run
         | without those rules (yes, it can, but it makes it worse in some
         | key ways--not doing auctions when someone declines to purchase
         | a space is especially harmful, as it prolongs the game without
         | much in the way of compensatory extra fun)
         | 
         | Like, sure, Risk is kinda a shitty grand strategy or area
         | control or war game or however you want to classify it, for
         | demonstrable, if arguable, reasons, but if your answer to that
         | results in more complex rules than Risk... you're gonna need an
         | explainer video, because your rule book is definitely gonna
         | suck. Because that's a game normal people can, just barely,
         | often figure out and run correctly just from the rule book, and
         | yours surely won't be.
        
           | db48x wrote:
           | A game that does as you suggest will simply become unplayable
           | once the video is gone.
        
             | vundercind wrote:
             | Then it will be _merely_ as bad-off as most games!
             | 
             | Keep the rules, but ditch any lengthy written blow-by-blow
             | account of a session of the game. They're painful to read
             | and not terribly illuminating. The motivation is to
             | replicate the sort of thing a video's good at, to make the
             | rulebook a self-contained teaching device--"if watching a
             | round of play is so useful, why don't we put that in the
             | book!"--but it's just not gonna work. You need a video,
             | someone to explain it to you, setting up the game and
             | stepping through a couple fake turns with yourself, close
             | reading of the rules with some note-taking and re-reading,
             | that kind of thing. In short, you need a teacher (in
             | person, or video) or good application of _study skills_.
             | There is a Royal Road, but it 's the former options
             | (videos, teachers who already know the game) and you're not
             | going to bring that to the rule book in just about any case
             | that _needs_ such a thing.
        
           | bluGill wrote:
           | Which is why many say there needs to be several rule books.
           | You need the quick start summary page. You need the detailed
           | reference book. You need the walk through example game. You
           | probably should have the simplified rules for a quick game
           | (with some limits so that the missing full rules are not
           | needed).
        
       | burticlies wrote:
       | I tried to work around bad rule books by building
       | https://www.boardgameonepagers.com/
       | 
       | It's open source, all the rules have simple markdown formatting
       | that's easy to glance through on an phone, and they try to be as
       | concise as possible.
       | 
       | But it's hard work writing rules and I've never given it the
       | effort I'd like to.
        
         | jjice wrote:
         | This is awesome! I don't know your goals with this, but maybe
         | opening the rule markdown files through GitHub to crowd source
         | info would allow you to reduce the hard work of writing the
         | rules.
         | 
         | It comes with the (possibly harder) hard work of managing an
         | open source project though.
         | 
         | My first thought is dedicating an hour or two a month to
         | reviewing, merging, and deploying, but not sure if that'd be
         | accurate.
        
           | burticlies wrote:
           | Already done. There's a link on the homepage to the GitHub,
           | and you can just add a new markdown file in the rules folder.
           | It auto deploys on merge to master.
        
         | mdaniel wrote:
         | Please consider including a license in your repo
        
       | popcar2 wrote:
       | I've only read like 20 pages but this is already hitting the nail
       | on the head for me. I've tried many times to play specific games
       | with friends on Tabletop Simulator, but more often than not we
       | bounce off because it's too tedious to read rulebooks.
       | 
       | I get that game designers want the player to understand _all_ of
       | the rules in a game but it quickly turns into its own game of
       | trying to decipher a huge tome to understand how this game works.
       | We just want to play the game as soon as possible and learn as we
       | go, but tons of rulebooks try to teach you every single mechanic
       | before you move a piece on the board.
       | 
       | My biggest pet peeve with rulebooks by far is how many rulebooks
       | feel like they're written out of order (which is touched on in
       | the book above). I would get to parts that should be simple like
       | moving a character or something similar, but there would be ten
       | asterisks to how it works, each explained in different parts of
       | the book.
       | 
       | Fake example: "Here's the movement phase, where you can move your
       | character! Character movement is determined by your weight, refer
       | to the weight class your character is currently in." Meanwhile,
       | weight classes are explained 30 pages later. Now you're expected
       | to either memorize everything, or bounce around flipping pages
       | left and right in order to go step by step...
        
         | causal wrote:
         | I've wanted a standard rulebook format for ages. I should be
         | able to intuitively flip to the win conditions page because
         | it's always in the same place, for example.
        
       | jes5199 wrote:
       | I think at some point you have to conclude that people _want_ to
       | be confused. That part of the pleasure is trying to internalize a
       | bunch of disjointed nonsense until eventually something clicks
        
       | TeeMassive wrote:
       | I sponsored Nemesis on Kickstarter. A very good game. But the
       | rules are horribly written. 5 years later I still discover new
       | rules. I didn't even played the extensions I bought because it
       | turns out 35+ years old adults don't have much time.
        
       | adamredwoods wrote:
       | The rulebook is the blueprint for gameplay as the designer
       | intended. The more complex the rules are, the worse job the
       | designer did.
       | 
       | That said, some people love to figure out complex rules, and that
       | can be a part of the game experience.
        
       | empath75 wrote:
       | I think a lot of the problems with game _rulebooks_ are actually
       | problems with the game _design_.
       | 
       | Once you start getting into _dozens of pages_ to explain the
       | rules, there's no amount of re-organization or quality technical
       | writing that can fix that.
       | 
       | Some people like really crunchy rulesets with lots of rules, and
       | that's fine, but games like that are never going to have an easy
       | teaching or learning experience.
       | 
       | Probably my favorite board game rulebook wasn't a rulebook at
       | all:
       | 
       | Fog of Love has a playable tutorial, where all the cards are
       | setup in a particular order with game rules printed on cards that
       | you draw when you need them. You don't even really need to open
       | the rule book to get through the first game, and it's actually a
       | fairly complex game. The rulebook itself after that is mostly for
       | reference.
        
         | joemi wrote:
         | I completely agree. I've seen many games with good rulebooks,
         | but they're not the sprawling complicated dungeon crawlers like
         | so many examples from the essay. Those big games are going to
         | have complicated rulebooks because they have complicated rules,
         | and there's no way around that without changing the games
         | themselves.
        
       | ChrisArchitect wrote:
       | Alternate link instead of Google Drive
       | 
       | https://boardgametextbook.com/EBGRIA.pdf
        
         | adamrezich wrote:
         | The root page is just a landing template... is the author of
         | this paper writing a textbook?
        
       | adamrezich wrote:
       | Very interesting and informative read. It's kind of wild that
       | nobody other than this author seems to be approaching this topic
       | from this sort of technical perspective. In fact, it's kind of
       | blowing my mind a bit that the game design program at the school
       | I attended never had any sort of technical writing course at all,
       | despite emphasizing rulebook ease-of-understanding and so forth
       | when grading our board game projects. In hindsight, this is quite
       | the obvious oversight!
        
       | antisthenes wrote:
       | I tend to agree.
       | 
       | Our first playthrough of a new board game usually ends up being
       | 2x longer than the average game time listed on a box, mostly due
       | to how long the rule book is.
       | 
       | My thought is that you basically need every rulebook to have an
       | MVP - what is the fastest way to get players to start their first
       | game. If that takes longer than 45 minutes, it's a pretty big
       | drawback. If it takes an hour - it's a game design failure.
       | 
       | It's also the reason why we keep coming back to the same classic
       | board games - Marvel, Battlestar Galactica, Carcassonne,
       | Terraforming Mars, Race for the Galaxy. We already know the rules
       | and it's so much easier to pick it back up with a simple
       | refresher.
        
       | blibble wrote:
       | 5 year old me could understand monopoly's rulesheet easily enough
       | 
       | (and if you actually follow the rules the game ends in a
       | reasonable amount of time)
        
         | bentcorner wrote:
         | The video game version of Monopoly is pretty good - you can
         | finish a game in about 20 minutes.
        
       | wormius wrote:
       | One of the biggest issues I have is that a good rulebook/teacher
       | should start at the "What are we trying to do?" From there
       | everything else should flow.
       | 
       | I haven't read all this yet, so maybe he touches on it. The point
       | about interconnecting pieces or like "gears" that are all
       | involved is a good thing. Everything is dynamic and in interplay.
       | 
       | A lot of that means these are not linear systems (not in a
       | systems theory sense, but textual sense). Graphics and images do
       | volumes. But only so much as you understand, again, the WHY.
       | Everything has to feed into the "economy" of the game and how all
       | the parts interact.
       | 
       | Rulebooks also need to make sure terminology is consistent. I've
       | played some games where I see a word that's used, and then I try
       | to find the definition and it's just... not there. At least not
       | easily found. An index of some sort is necessary if you're going
       | to use special terms that aren't obvious (and if they are
       | obvious/standard words, but you use them in a unique way, also
       | define that).
       | 
       | I think there should be: 0. Intro/thematic vibe/core concept -
       | the what you are trying to do and possibly why. 1. Component
       | Overview - the what you are playing with. (Include a layout of
       | the setup version of the game). 2. Step by step rules, underlined
       | words that have specific definitions to be referred in the index.
       | 3. Examples are ideal (including images), especially in tricky
       | situations that involve edge cases (or worse, corner cases) 4.
       | Common "edge cases" (oxymoron?) that are trickier should have
       | their own FAQ/addendum for clarification. 5. Glossary/Index
       | 
       | Rules should not try to be cute and invent words for common
       | scenarios unless it's clear what it means in context.
       | 
       | Rules should NOT try to be super thematic. A little flavor text
       | at the beginning is fine, but like the above issue, there should
       | not just be things like "Grippledize the phlumoxor to gain 10
       | boodiboos" Just say "place your character piece at location 3 in
       | order to gain 10 units of currency" or whatever.
       | 
       | If you're going to use terms like that - use them on the cards as
       | flavor text, not hinge the rules on understanding them; or if
       | you're going to be cute with names, be consistent with it, and
       | constantly use it so it's etched into the brain "OK,
       | Grippledizing means Place at a spot" - if it's just a one off
       | thing there is no need for a "cute" name for it. This is similar
       | to how some science fiction loves just inventing words for things
       | that already have perfectly cromulent terms.
        
         | crazygringo wrote:
         | > _One of the biggest issues I have is that a good rulebook
         | /teacher should start at the "What are we trying to do?"_
         | 
         | This a million times. It drives me nuts when you're trying to
         | learn a new game, and it's only at the very end that it
         | explains what condition results in winning.
         | 
         | Like, if you'd started with that, reading the rules would have
         | made a LOT more sense.
        
         | legitster wrote:
         | > "What are we trying to do?" From there everything else should
         | flow.
         | 
         | Excepting those with particular types of autism, this is the
         | core of how _all_ learnings works. Explain to humans the
         | problem, describe the tools to solve the problem, let humans
         | learn on their own how to overcome the problem.
         | 
         | But the goal of these rulebooks is not to aid the largest
         | number of people in efficient learning, but to draw scrutiny
         | from the least number.
        
         | ThinkingGuy wrote:
         | That works great, except for that genre of board games in which
         | everyone is playing by a different set of rules: "Player 1,
         | you're the cat, and you're trying to get mice and avoid water.
         | Player 2, you're the fish; you're trying to get water and avoid
         | cats.. Player 3, you're the dog, and you're trying to get cats
         | and avoid newspapers, etc...."
        
       | mithametacs wrote:
       | Both Pathfinder 2e and the Lancer TTRPG rulebooks are basically
       | software implementation guides.
       | 
       | Lots of use of tags and other capitalized technical terms.
       | Information presented roughly in the order you would program
       | them.
       | 
       | Excellent on the technical end but also understandable.
       | 
       | And a good rulebook has pictures/ examples too.
       | 
       | Lancer does a great job of also presenting mechanics in the order
       | you'll encounter them. High-level abilities aren't available till
       | late game and the new mechanics they introduce only become
       | relevant late game. So they're later in the book.
        
       | jordanpg wrote:
       | As with most difficult things, you have to learn by doing.
       | 
       | For well-established board games, the best solution is to watch
       | an intro video and then play a few rounds using an online version
       | like BGA if it's available.
       | 
       | For non-well established board games, someone with some
       | pedagogical chops has to bite the bullet and read the whole
       | manual and then teach it, in little pieces, to folks during an
       | example playthrough.
       | 
       | There is a weird conceit among some board gamers that you can
       | know what the hell you're doing on a first playthrough. For any
       | moderately complex game or beyond, of course you cannot possibly
       | know much about how to play much less what strategies to use.
       | This is why I don't like playing games once or very infrequently.
        
       | iamwpj wrote:
       | I think Jaws of the Lion broke the rules down for Gloomhaven
       | really well -- it introduced the complexities of the game slowly
       | over scenarios. I would advise anyone who has a game that takes
       | more than a couple of hours to play to have a way to start the
       | game and then add complexity after initial barriers have been
       | met.
       | 
       | Mechs vs. Minions is another one that does this iterative process
       | of teaching.
       | 
       | This article looks great, I'll continue to read it.
        
         | Lyngbakr wrote:
         | I came to say the same about JotL. They got so much right in
         | that game with the way they introduce the rules and the spiral-
         | bound book game board being the most prominent.
        
       | legitster wrote:
       | I cannot begin to express my frustration with rulebooks. At this
       | point, I basically assume that we will always get some rule
       | wrong.
       | 
       | There was a trend 10ish years ago where the best games actually
       | came with _two_ rulebooks. One was a book designed to walk you
       | through your first game, and the other was a reference book. They
       | worked really well, but I can imagine they were a pain to
       | develop.
       | 
       | The hallmark of a good rulebook is that there is a section in the
       | back that has commonly missed rules or details. Besides being
       | extremely helpful, it's a good signal that the rulebook has
       | actually been tested.
       | 
       | Another "green flag" is if the rules include strategy tips -
       | vomiting rules on me doesn't necessarily help me understand how I
       | am supposed to experience the game.
        
       | Buttons840 wrote:
       | Tangentially: How do y'all approach explaining the rules to a new
       | game?
       | 
       | For the card game Hearts I would say something like:
       | 
       | "I will give a 20 second explanation, and then go into more
       | detail in a second pass.
       | 
       | Hearts is a trick taking game. In Hearts players take turns
       | throwing cards into a pile. Depending on which cards are placed
       | in the pile, one player will take the pile, and that player will
       | get some points. Points are bad, the objective of the game is to
       | avoid getting points. Now let's just play through a mock round,
       | it will only take a minute or two..." Etc.
       | 
       | I've given some thought to this, because I've often had games
       | explained to me and the explainer is going deep into the rules
       | about some game mechanic before I even know what the objective of
       | the game is. I also know that people's minds work differently,
       | and so maybe my high-level-first approach is confusing to others.
       | 
       | Any advice on how to teach the rules for a new game?
        
         | edanm wrote:
         | I'd start with the objective before anything else. "In Hearts,
         | you get points - points are bad, and the objective is to avoid
         | getting points." Everything else is framed around that, IMO.
        
           | peeters wrote:
           | It's astonishing how many rulebooks (and people) leave that
           | for the "scoring" section as if it's an afterthought for when
           | the game is over.
        
         | inanutshellus wrote:
         | I too find the "dante's inferno method" (i just made that up)
         | effective, in which you start with a high level explanation
         | then progress through deeper details iteratively.
         | * Hearts is a card game        * Hearts is a card game with
         | tricks       * In Hearts, winning tricks is bad, you want
         | others to win tricks.       * In Hearts, you win tricks by...
         | 
         | Often it's really hard to see yourself in the newbie's eyes.
         | 
         | (e.g. turns out I don't know what a trick is, so while you're
         | explaining the nuance of tricks and going into more ad more
         | detail, I'm waiting for you to explain what a trick is getting
         | more confused and frustrated.).
         | 
         | You aren't aware of what concepts are confusing, or how many
         | weird words/concepts you can pile on before someone just
         | disconnects.
        
         | ryouhander wrote:
         | I always follow the same framework -- set the stage (What's the
         | theme or idea?), explain the object (How do I win?), explain
         | the overall structure of the game (How will the game flow and
         | end?), and then hone in on your turn (What do I actually do
         | when my turn comes up?).
         | 
         | The final step should naturally lead you into the finer nitty-
         | gritty as players are ready.
        
         | bentcorner wrote:
         | > _Any advice on how to teach the rules for a new game?_
         | 
         | It depends on the game and the people involved. _IMO_ it 's
         | easiest when you're familiar with the group and can use
         | terminology they can understand. The phrase "trick taking" is a
         | likely no-no, and I'd rather say something like "Spades is like
         | Hearts except blah blah blah" if the group is already familiar
         | with Hearts but doesn't know what Spades is.
         | 
         | And if people don't know what Hearts is, just describe it in
         | plain language. Like for the points I might say something like
         | "higher points are bad, kind of like golf", as most people
         | understand what golf is.
        
         | bluGill wrote:
         | For hearts I'd deal everyone in face up. Then I'd point out
         | "because of X card this person starts" (I don't remember
         | hearts, is this always left of the dealer or is it one where
         | the person with some other card starts. If hearts is a bidding
         | game of course I'd go over each person's bid, but I'd probably
         | just tell everyone what to bid as bids won't make sense until
         | the end when you see the results). That person will probably
         | want to play X because it is the best legal move - of course we
         | know that so and so has a better card and so will win the hand,
         | now the next player has to play, this is why they would choose
         | this card... Then play a game or two to get experience. Then
         | erase the score for everyone and start playing
        
         | why_at wrote:
         | IMO the best way is always to explain as much as you can while
         | actually playing the game. Just accept that there's no way
         | anybody is going to fully learn the game on their first try.
         | Even in a simple game like Hearts there is enough strategy that
         | nobody is going to play very well their first time, so there's
         | no point in trying to make them understand everything
         | 
         | Once people are actually playing the game then 1) They will be
         | having fun, which is the whole point of board games 2) They can
         | ask you anything they don't get, and you can make sure that
         | they actually understand 3) It will force you to explain
         | mechanics in a logical order that gives people information only
         | when they need it and can actually use it
         | 
         | For Hearts I would probably just deal a hand to each player,
         | maybe face up, and go from there
        
       | alach11 wrote:
       | When I teach people how to play a game, I usually omit several of
       | the rules upfront to help people grok the goal faster. For
       | example when teaching Texas Hold'em, we might play all the way to
       | the river with all cards face up and no betting. Then we'll play
       | a round with up-front betting keeping our hole cards private.
       | Finally, we play the game "correctly" with turn-by-turn betting.
       | 
       | I'm surprised more board games don't include a "first game"
       | playthrough guide to slowly introduce mechanics. This is
       | extremely common in video games.
        
         | supernewton wrote:
         | This is covered by the article. A board game might take 4
         | people and 2 hours to play. If your three friends didn't have
         | fun with a board game the first time, they probably won't want
         | to play again, and so you won't be able to play again either.
         | Therefore there is a strong drive among boardgamers to play the
         | "full" game the first time, because there might not be a second
         | time.
         | 
         | It also adds extra difficulty to design a game that even has a
         | simple version that is fun to play. Take your Texas Hold'em
         | example, imagine it takes 2 hours to play one game. If you
         | start with a version that has all cards face-up and no betting,
         | people would conclude that Texas Hold'em is a supremely boring
         | game, and wouldn't bother to try the full Texas Hold'em
         | experience!
        
       | jarjoura wrote:
       | The problem with 2-4 hour boardgames that require extension
       | rulebooks, launched in the last decade, is that these games are
       | islands. No game can point to another game to offer mental
       | shortcuts in absorbing similar gameplay.
        
       | masfuerte wrote:
       | Direct download link that doesn't require any Google js:
       | 
       | https://drive.usercontent.google.com/download?id=1nkHWqYre86...
        
       | n2dasun wrote:
       | Can confirm. I really like the one for Dice Hospital. I learned
       | from that one that Paul Grogan is the best at doing rulebooks. I
       | also don't mind the one for Obsession, but maybe because I just
       | love the game that much
        
       | joemi wrote:
       | It's unfortunate that the author chose such a clickbait name for
       | this essay. It puts me, someone who has seen boardgame rulebooks
       | that definitely aren't awful, in an angry defensive mood when
       | reading this, which is bolstered by the fact that good practices
       | that the author recommends are in fact things I've seen good
       | rulebooks do.
        
       | barbs wrote:
       | My first thought when I read the title was "but I play lots of
       | new games all the time and I don't find it too difficult to learn
       | the rules". But then I realise - most of the time I find a learn-
       | to-play video on YouTube and rarely learn the rules from the
       | rulebook itself.
        
       | galkk wrote:
       | That's why I don't like/play physical board games.
       | 
       | Computers are much better in enforcing every arbitrarily complex
       | rule/mechanic and there is no need to get into any rule lawyering
       | disputes.
       | 
       | Also, I can avoid any boring/time consuming stuff like counting
       | tokens, points, scores, roads etc.
        
       | p1necone wrote:
       | One thing that seems to be a trend recently is replacing a lot of
       | text explanations of things with little pictograms. I understand
       | this is usually some combination of needing to fit them onto the
       | game board + avoiding needing to translate more things (and if
       | you're lucky there's a lookup table of text descriptions
       | somewhere in the manual) but they're usually completely
       | incomprehensible to me.
        
       | AceJohnny2 wrote:
       | Tagentially, I've been working on how to best to explain Destiny
       | raid mechanics to new players.
       | 
       | Background: Destiny 2 is a co-op multiplayer FPS, and its
       | pinnacle activity is 6-player raids, which requires players to
       | combine fast-paced FPS gunplay, split-second reaction to
       | mechanics, and coordination and communication with other players.
       | This can be a daunting and overwhelming challenge for players new
       | to the raid, even if they already are experienced in FPS
       | gameplay.
       | 
       | Challenge: explain to a player, familiar with Destiny gameplay
       | but new to the raid, the mechanics of an "encounter" in 5-15
       | minutes, live. It must be as concise as possible so as not to
       | confuse or overwhelm them, and not stretch the patience of the
       | other players already familiar with the encounter.
       | 
       | Too often I've see players start from the immediate aspects,
       | working forwards towards the later/broader aspects of the
       | encounter, but I find that in the firehose of information, by the
       | time the explanation is complete, the player has forgotten the
       | first, immediately important details: "wait, tell me again what
       | am I supposed to shoot first?"
       | 
       | So the approach I've been experimenting with is to work
       | _backwards_ from the goal of the encounter, so as to finish with
       | the most immediate, tactically important information, so it 's
       | freshest in their memory. I don't yet have enough data points to
       | conclude whether this is a better approach ;)
       | 
       | In any case, I'm just barely wading into the immense topic that
       | people have spent decades, careers, and PhDs on: teaching, but it
       | is fascinating the breadth of choices one has in how to approach
       | an explanation.
        
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