How to Write an Excellent Rulebook

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  • Опубліковано 10 січ 2025

КОМЕНТАРІ • 108

  • @mikeem09
    @mikeem09 5 років тому +43

    There should always be an updated downloadable soft copy of rule books available, especially when they’ve had updates. I hate it when game designers/publishers have updates for their game rules and post them in FAQs or blogs that you have to hunt down, print out, and have to sort through while you’re playing the game. I want a single updated rule book to reference, not an outdated rule book and several sheets of Errata or Addendums to fix issues. One game off the top of my head that does a fantastic job with this is Academy Games’ Conflict of Heroes rule book. The rules for the series has become a “living rules set”, with the current rule book for Storms of Steel at v59!

  • @rmsgrey
    @rmsgrey 5 років тому +4

    There are three primary use cases for a rulebook:
    1) Learning the game
    2) Resolving corner cases or weird interactions as a comprehensive reference
    3) Quick reference for easily forgotten details
    For someone who plays a lot of games, the emphasis tends to be on the first use case - learning the game quickly and easily. For a lot of people who play games, the third use case - quickly looking up key details - is the main point.
    In my experience, Czech Games Edition are outstanding at the first use case - they clearly put a lot of thought (and presumably also playtesting time) into how to teach/learn their games - with simplified learning games, or with key mechanics and components pulled out and treated as their own minigame - but they suffer when it comes to being used as a quick reference. For example, in Galaxy Trucker, when something tries taking cargo cubes from a player, but that player doesn't have enough cubes to lose, they lose batteries to make up the difference. The rule for that is in the middle of the tutorial game, rather than in the full game rules - absolutely the right place for learning the game, since that's when it can happen - but the wrong place for easy reference - I've had to go looking for that rule enough times that, despite not having played the game, nor looked at the rulebook for several years at this point, I still know where it actually is...
    For the second use case - being a comprehensive resource - I can't think of anything better than the Magic: the Gathering Comprehensive Rules. On the other hand, I can't think of anything less suited for teaching the game (as a quick reference, it's okay, but not exceptional - it's well organised, but not terribly user-friendly)
    As for the third use-case, this is really one where you want to go beyond just the rulebook - a quick-start reference sheet, player aids, reminder iconography on components, consistency of related effects, etc. Still, any tables or charts that don't make it onto game components, possibly a quick guide to iconography, or a reminder of end-game scoring, that sort of thing, should be on the back cover, with more detailed reference lists (like card clarifications) immediately inside the cover. I don't have any specific examples of games that do this well, but fall down on the other two.
    My personal go-to example of a great rulebook is Dominant Species (I have the third edition, but the changes from the previous version are pretty cosmetic) - it starts with an introduction that summarises the game and the goal, followed by a contents page, also covering a list of game components (not illustrated, but mostly unambiguous provided you know what things like "cubes" and "cylinders" are) and a game overview, with a 1 page illustrated glossary on the facing page. Page 4 is setup instructions, with the accompanying illustration on the facing page 5. The game-board also has a depiction of the initial setup (that gets covered by tiles during that setup). Pages 6-8 cover key game concepts in more detail. Page 9 has the sequence of play, and a description of two of the three phases (the reset phase is covered later). Pages 10-16 detail the actions available in the execution phase, with illustrated examples of each. Page 17 has rules for game variants. Pages 18-19 are detailed card reference and credits. Page 20, the back cover, has the rules for the reset phase and endgame scoring.
    The game also comes with lots of little reminders in the iconography, and a reasonably detailed summary of the actions on the player mats. The number of things you actually need the rulebook for makes a pretty short list - for key concepts like element matching and dominance, for checking the details of specific actions/cards, and for initially learning the game.

  • @CFHM_HarrisonD
    @CFHM_HarrisonD 5 років тому +2

    I really like "at a glance" sidebars in rulebooks. The meat of the rules is explained on the page, but the side of each page gives the quick and dirty version of what is being explained. Perfect for refreshing your memory when coming back after a long time.

  • @nahailyenvanakkor
    @nahailyenvanakkor 5 років тому +15

    One thing you didn't mention directly is the graphic design of the rulebook. I love when everything is clear to see, properly separated. The new version of Robinson Crusoe is great in this. I also like Alea's solution where they have a short version of the rules at the edge of the pages with a different colored background.

    • @markusschmidt9260
      @markusschmidt9260 5 років тому +1

      Alea's rule books are great for that! They are laid out in a way, that you can easily return to a game after some time on the shelf and use a fraction of time rereading the rules.

    • @nahailyenvanakkor
      @nahailyenvanakkor 5 років тому

      @@markusschmidt9260 Yes, this is why I love Burgundy, even though it's a bit heavier than our average game (the only thing I dislike about that game is the setup).

  • @DarthNVious
    @DarthNVious 5 років тому +4

    Thanks Tom for doing great service to game designers, publishers, and us players.

  • @TheCleaopatra
    @TheCleaopatra 5 років тому +5

    A quick setup guide is so important. If I've played the game before but I just need a quick reminder, like the exact money each player gets, etc. Lords of waterdeep has a great one. For other games, I usually end up printing one from BGG and adding it to the box.

  • @maan123
    @maan123 5 років тому +3

    The rulebook for A Feast for Odin is amazing. Not only does it explain the game really well, but it also gives you pointers on how to best teach the game to new players. Such a fantastic feature!

  • @MattGoode1
    @MattGoode1 5 років тому +2

    I find having individual reference cards can actually be a bit overwhelming considering how infrequently you usually need to look at them. I really much prefer the back page of the rulebook having a round summary, concept summary, player turn options, etc. It makes it so easy to just answer common questions or get back on track after pausing mid-round.

  • @happysteve9565
    @happysteve9565 5 років тому +2

    I like when the back cover has a quick reference guide to easily keep out during play, but closed to save on precious table space.

  • @dr.masque2903
    @dr.masque2903 5 років тому +10

    Thanks Tom, started doing some of my own games and this was very helpful.

  • @davio14
    @davio14 5 років тому +18

    I like it when rules have something like a quick overview or setup for when you've played the game before, but may have forgotten exactly how it should be setup. Such as when I play Forbidden Island and I wonder how many tiles to initially flood. I always have to browse through the rules to find these details.
    I also think a special introductory scenario such as in Mage Knight is great where you're gradually introduced to the game's elements one at a time.

    • @robertmaniac
      @robertmaniac 5 років тому +2

      This. Have a quick summary of the game at the last page.

    • @jonathanhowe42
      @jonathanhowe42 5 років тому +1

      The other thing that's handy related to this is the way some rulebooks have a quick summary sentence to the side saying what this part is about & is great for a quick refresher if you've already played the game. I can't recall if it's Alea or Rio Grande that does this, but I like it when it's present.

    • @chadnoneo9769
      @chadnoneo9769 5 років тому

      Absolutely need the specifics of setup outlined separately. I end up learning games and will play them maybe once or a few times and then when I come back to it it's like uhhh, how many of those did I need? What exactly was the procedure for that? Some are especially bad where I search a pdf and STILL struggle to find it with a find tool.

  • @scyldscefing3913
    @scyldscefing3913 5 років тому +3

    I know a good rulebook when, if, as I'm reading it, I can visualize the game play, and can also begin strategizing for my first play. Guilds of London was such a rule book. I think your criteria are spot on.

  • @OSB911
    @OSB911 5 років тому +1

    Component list with pictures AND quantities- YES!!! There is nothing more frustrating than trying to figure what is what. This is especially true when you buy a game used. Without a detailed list, there is no way of knowing if everything is there (short of an often frustrating online search).

  • @Jeff321
    @Jeff321 5 років тому +1

    Player reference cards, yes 100% to this, so many games don't have them that should. I will also add, a quick round summary / scoring summary on the back cover. Often when I've played a game before but haven't pulled it out in a while (maybe years) I know the basics but just need that quick reference as a refresher that will keep me from having to re-read the whole thing.

  • @Traumtheater0
    @Traumtheater0 5 років тому +6

    I love it in a game, when the rule book comes with ALL the rules!

  • @anthonywestbrook2155
    @anthonywestbrook2155 5 років тому

    It's long been said that good games give players interesting choices. Friedeman Friese's solo player game Friday has the best "detailed example" I've seen in a rulebook! A scenario is set up, and then a list of decisions are presented: "1. The simple idea"; 2. The interesting idea"; "3. The Tricky idea"; "4. A different idea"; and "5. The risky idea". Each idea walks through the plans one could have and the thought processes behind them. Right away I *get* what kind of interesting choices I can make in the game!

  • @paulwatson2034
    @paulwatson2034 5 років тому +7

    I think evey rule book needs a quick reference/overview of the round/turn structure on the back cover. That way you can have the rulbook on the table with that cover facing up to be used easily if needed. Preferably one that has page references so if you need to check something in detail, where that is in the rules is right there. I hate it when rules don't have this or do but it is in the middle of the rules somewhere!
    Thanks for the video Tom!

    • @no1frenchfri
      @no1frenchfri 5 років тому +2

      Yes! This was what I was going to say. I love when the back of the rule book has a quick set up guide and turn orders instructions. So handy and makes it quicker than trying to search the book

  • @CenturionsReview
    @CenturionsReview 5 років тому +3

    I agree with everything in this video! Especially, the part about having examples. Good job!

  • @chadstilson8804
    @chadstilson8804 5 років тому +2

    Thank you for this resource Tom!

  • @Calistake047
    @Calistake047 5 років тому +8

    Clear structure: don't make me go back and forth looking for stuff, tell me all I need to know about a certain section in that very section.
    Also, varying rules for different player counts: if I need to, say, set up differently for a 2 player game, I expect that info to be in the setup section, not at the end under 'Variant' or something. Sets me back ages when rulebooks do that.

  • @aonline_abridged
    @aonline_abridged 5 років тому +1

    If it has victory points, a full list of all the ways you can earn them...I like to make my own lists as I read the rules so I appreciate it when a game helps me out by providing one, and I do not mean end-game scoring. In fact, similar to Tom, one of the first things I start with when teaching are how do you win and if there are points, what are all the opportunities to earn them.

  • @Oncus2
    @Oncus2 5 років тому +1

    I really love Aeon's End: War Eternal. They had a special sheet of paper that said STOP, if this is your first time playing it follow these steps 1. Open pack denoted as A, then place it here. Then open pack B etc.
    Never had a setup and initial game go so smoothly as I had with WE.
    In rule books with a lot of conditions or phases, it's essential to have a summary at the BACK of the rulebok as well, or even better special player reference cards

    • @dr.masque2903
      @dr.masque2903 5 років тому

      Oncus2 Fury of Dracula is similar. Start here with this rule book and if you have questions as you go check the rules reference

  • @jasonanarchygames6684
    @jasonanarchygames6684 4 роки тому

    This is a great video. I'm working on a rulebook this weekend and this put me in the right headspace.

  • @dddmmm21
    @dddmmm21 5 років тому

    I like how some manuals (specially Euros) will have a separated column on the side of each paragraph with a shortened version of of the rules... It seems redundant at first but it is ultra helpful when playing a game you’ve played before again and only need a refresh... and not read the whole thing again.

  • @PocketPet
    @PocketPet 5 років тому +1

    On my rulebook wishlist is distinct and well-organised rules for two players. I don’t know how many times I’ve been learning a game only to eventually discover a “by the way...” afterthought section buried in the back of the book with special conditions for two players. Flipping between two sets of rules to get the complete picture is just awful. Either clearly integrate 2p rules with the main rules or direct readers to a section for 2p rules that stands on its own.

  • @dancondonjones
    @dancondonjones 5 років тому +1

    Cheatsheets! For setup, turn structure, end game scoring, and any other rules. And not buried in the middle of the book. On the back. Page or a separate sheet. Depending. On the amount of information needed on the sheet, these could be one, one per player or a couple.
    The most important thing though is to get people to learn from the rule book without being able to ask you questions. That’s the best way to work out if the rule book is good enough.

  • @StevenStJohn-kj9eb
    @StevenStJohn-kj9eb 5 років тому

    Once I've learned a game, the most frequent reason I consult a rulebook is when the setup varies by player count, and/or if what you start with depends on turn order (e.g., second player gets an extra gold, third player gets a gold and resource, etc.). Rulebooks often make it hard to find that info quickly (I'm playing with 4 players today and I'm used to playing with 3: is anything different?). Marco Polo's rule book is good at this; they even come with a little setup card which is awesome.

  • @marcosseven8872
    @marcosseven8872 2 місяці тому

    Very good video! Clear and to the point!
    And very informative comms. Thank you all

  • @FranciscoArena
    @FranciscoArena 5 років тому +1

    Top 10 rulebooks, PLEASE !!!

  • @Straddllw
    @Straddllw 5 років тому +1

    I love how people are paying more attention and giving more credit to a good rule book now. It's good to hear the SDJ has disqualified some great games that had terrible rule books. Nice video Tom, hopefully some kickstarter projects will take this to heart coughbatmancough

  • @edmundengland
    @edmundengland 5 років тому +3

    Great topic and good presentation.

  • @6543dann
    @6543dann 5 років тому +24

    Table of contents. Index. Reference cards!!!

    • @jonielibasco
      @jonielibasco 5 років тому +1

      +1 for this. Sometimes, I just want to quickly scan all the rules related to a concept (e.g. "damage", "card draw") and I want to be able to know where I can find all occurrence of those concepts/keywords.

    • @ikesteroma
      @ikesteroma 5 років тому

      Yes, yes and yes! There are so many rulebooks that would be MUCH better with a word index in the back to help you hunt for a specific rule.

  • @markusschmidt9260
    @markusschmidt9260 5 років тому +1

    Regarding strategy tips, I think, they are normally not necessary at all. Let the people discover the game themselves. However, I like tips like in "Gaia Project" which races should be used by players on their first game. These are not real "strategy tips", but guidances, which faction are generally easier to play for new players. Very helpful for new players and probably in line with what Tom suggested.

  • @Crs9072
    @Crs9072 5 років тому +5

    I think the most important thing about the rulebook is that is actually tells all the rules. Way too often, in a first playthrough of the game, I come across a situation where we are not sure what to do, and the rulebook doesn't answer it. In that case we spend the next 15 minutes trying to google it, or see if someone has already asked the question on BGG, usually someone has.
    If I come encounter this issue on the very first playthrough, why isn't that situation explained in the rules?! What is your excuse for that?
    Second most important thing is to write the rules in such order that if I come across a situation I need to check from the rules, I need to find it easily and don't need to read the whole book again.

  • @TheRmm1976
    @TheRmm1976 5 років тому +1

    Great video! Excellent idea to produce this type of content!

  • @nickvandam1214
    @nickvandam1214 5 років тому +2

    This is great, thanks Tom!

  • @benjoslin3782
    @benjoslin3782 5 років тому +7

    Thanks for the tips. I found the music weird and off brand.

  • @centuryspicysalsa
    @centuryspicysalsa 5 років тому

    I like it when rulebooks are clear and proofread several times for spelling, grammar, and rules mistakes. I hate it that so many games have errata versions on the rulebook (and sometimes even the components).

  • @timpieper5492
    @timpieper5492 4 роки тому

    Glad to know I'm totally on the right track. Thanks!

  • @Dell999950
    @Dell999950 5 років тому +14

    Get Paul Grogan to edit it!

  • @bobgabriels8456
    @bobgabriels8456 5 років тому +20

    Size : A4, NOT SQUARE !!! a square rulebook is harder to keep straight.

    • @MoriMemento117
      @MoriMemento117 5 років тому +1

      I accidentally rip up so many square rulebooks. They are very hard to hold and flop around. Plus they take up so much room on the table.

  • @XendoBreckett
    @XendoBreckett 5 років тому

    I totally agree with the table of contents and index where appropriate. However, as Tom was speaking about the general rulebook, we need to accept that an Index is far more useful in massive complex games with 30+ pages than in a game that has rules on the front and back of a single page. So as an overall video to hit the key points this was awesome, and I definitely plan to refer to it often,

  • @dannylutz194
    @dannylutz194 5 років тому

    Quality control and consistency with terminology.

  • @deathrace8287
    @deathrace8287 5 років тому

    Great tips Mr Vasel! Thanks TDT!

  • @dddmmm21
    @dddmmm21 5 років тому +1

    Also hate when terms in general, but specially verbs, are not used consistently across the rules... push, increase, spend, exhaust, discard, remove, etc.. they should all mean one thing each across the whole manual.

    • @dreamshade
      @dreamshade 5 років тому

      IN 👏 HOUSE 👏 STYLE 👏 GUIDE 👏

  • @juancsuarez
    @juancsuarez 4 роки тому

    @6:28 proofread your rulebook. What is a "varriant"?

  • @notmyeyeballgames7798
    @notmyeyeballgames7798 5 років тому +1

    Great vid Tom. :)

  • @visschers16
    @visschers16 5 років тому

    maybe a little overkill but I always like to see a link to the web page of the game it self and to producer, creator, artists of the game.
    so it is easy to find the extra, additional, explanatory, updated rules and information.

  • @natehocking8884
    @natehocking8884 5 років тому +5

    Does the thumbnail say "How to write An" by Tom "excellent rulebook" Vasel? Or "How to Excellent Write an rulebook" by Tom Vasel?

    • @BrandonGraham
      @BrandonGraham 5 років тому +2

      I'm assuming that was sort of the point?

    • @natehocking8884
      @natehocking8884 5 років тому

      @@BrandonGraham that's what I was thinking too but wouldn't they make it more obvious by throwing in a misspelled word or two?

    • @VictorTheComputerGuy
      @VictorTheComputerGuy 5 років тому +1

      The thumbnail should be posted on reddit.com/r/dontdeadopeninside/

  • @FaceInAClock
    @FaceInAClock 5 років тому +2

    To me, all a excellent rulebook needs is something telling me that a watch it played video has been made for the game.

    • @dr.masque2903
      @dr.masque2903 5 років тому

      Cameron Vaughn I think that helps but some games Indon’t want to watch a 2 hour play through and a quick video may leave something out. I think with a video AND good rules you are golden.

  • @harrybeet5745
    @harrybeet5745 5 років тому

    Good graphic design. The layout and use of space is key to helping players navigate.
    Someone mentioned and index and contents page; absolutely!
    The content may be good, but if it's hard to navigate and/ or find it's pointless.

  • @zacheray
    @zacheray 5 років тому +1

    Now I know how to excellent write an rulebook!

  • @clintonjeffrey6699
    @clintonjeffrey6699 5 років тому

    Sample turn is often helpful.

  • @Ggdivhjkjl
    @Ggdivhjkjl 5 місяців тому

    How to these points apply to games which assume prior knowledge of another game (e.g. add-ons)?

  • @antoyal
    @antoyal 5 років тому +2

    Matte finish instead of glossy, please!
    Also, I am a huge fan of rule numbers ("Refer to 5.2 for exceptions in the solitaire mode," for example) and the creative use--but not overuse--of typography (using *bold* when first using and defining an important game term, for example).

  • @anthonywestbrook2155
    @anthonywestbrook2155 5 років тому

    I wish games could describe their mechanics in terms of well known mechanics from other board games. When I teach Keyflower, I just tell people that their tiles have to "Carcassonne", instead of saying that the sides have to blah blah blah blah.... (These would probably be best as a side note "For the experienced gamer".)

  • @shaneannigans
    @shaneannigans 5 років тому +1

    SCRIPTED GAME INCLUDED:
    I love, and you mentioned it in your review, how Aeon's End comes already set up for the first learning game.
    Being able to play through a few rounds, following a 'scripted' game made learning this so much easier.

  • @ikesteroma
    @ikesteroma 5 років тому

    Fantasy Flight and other publishers are getting rid of the rulebook altogether and going with a "learn to play" book, followed by a "rule glossary" (that includes an index). I really like this concept.
    Also, if your rulebook is more than 4 pages long, FOR HELL'S SAKE, include an index at the end. Indexes make your rulebook soooooo much easier to use for reference purposes.

  • @madelinecoven6428
    @madelinecoven6428 5 років тому +2

    How about guides to teaching the game?

  • @sweeneytodd473
    @sweeneytodd473 5 років тому

    Great video and topic that we really should talk about, can't stress enough that bad rulebook can ruin whole gaming experience.
    I must admit, that I read "How to Excellent Write an Rulebook" in thumbnail.

  • @BRBTheFireball
    @BRBTheFireball 5 років тому +1

    I know that a lot of gamers (myself included) love to write notes about the game they're playing, so I believe that a blank section or page in the rulebook for personal notes is a nice touch.

  • @goyasolidar
    @goyasolidar 5 років тому

    My top three requirements for a rulebook are an index, an index, and an index.

  • @BuckishDweeb
    @BuckishDweeb 5 років тому +3

    Rules need to be clear and concise. Avoid thematic babble like in 51st state master set. It might be funny the first time reading but is a nuisance later on. Also make sure the rules are complete! Shouldn't have to look everything up on BGG forums. And choose a layout that has a good mix of text, headings, and images on each page. For more complex games, having a summary page is essential.

  • @johna6108
    @johna6108 5 років тому +1

    So, how many of these rules did Batman: Gotham City Chronicles not break?

  • @dreamshade
    @dreamshade 5 років тому

    Hoo boy, Tom mentioned he was doing this video in a Boardgame Breakfast segment, and I knew I would have thoughts. I don't really disagree with anything in this list, but I think he needs to be more specific about how to do these things or why they're important.
    1. A component list with the exact number of each component, but few people memorize the components list before learning the game. It's much more important to see a component when you set it up on the table for the first time. Keep your components list to a simple text reference, then make sure every component gets mentioned during setup, with a picture showing how it looks on the table.
    2. That setup example for Space Base is the right way to do it. Give a clear list of steps for how to set up everything, with small pictures of each thing, then have a large picture of the entire table, so you can check your work at the end of setup and make sure your table matches the page.
    3. Overviews should NOT be quick. An overview that says, "You're going to spend five rounds being explorers in space!" is almost useless. That could describe basically any game with that theme. If you're spending a few short paragraphs on the theme, then don't include any specific rules about the number of rounds or specific mechanics. Save those for the key concepts.
    4. Key concepts are way more important than the thematic overview. Specifically, your concepts section should introduce:
    • The core mechanic (worker placement, drafting)
    • The thing that makes your mechanic different from other games with that mechanic (workers only come back at certain times, you need resources to draft certain cards)
    • The rules that are most likely to confuse people during the teach
    • The end-game triggers, and any rules you need to know before you can understand what the end-game triggers are
    • Brief overview of all of the things that score points (or otherwise get you to the endgoal)
    5. It's easy to ask for clear steps of the turn when you're just showing the Space Base manual. It's more difficult to keep clear steps in a complex game. For example, when you describe the action phase, should you also describe every action that players can take? When you describe the upkeep step, should you explain every card or piece that has an upkeep action, when you probably don't describe any of those cards until the action step?
    After setup, your next section of rules should be the steps of the player turn or game round, and you should to those steps as much as possible. Put a list of actions after this section, so that you don't have Phase III: Actions on page 7 and Phase IV: Cleanup on page 15. Mention the start-of-round upkeep phase in the summary of the round, but don't be afraid to list the upkeep steps much later, after players have learned everything they need to know. Stay focused on the steps game state that you're talking about right now, and then describe the steps of each part of that thing later on.
    6. Examples are good if they're clear, but examples sometimes create confusion, by dropping confusing images or bricks of text on the player that seem to contradict the main rules.
    In that Space Base example, which part of that picture is about deploying a card? What's a charge token? Why does the first card point to the picture on a different card? Oh wait, no, that's the same card, but the arrow looks like it's pointing to something different. This example should have been a series of clear steps. Step 1 - there's a charge token on this card, step 2 - the card gets tucked underneath, step 3 - move the charge counter to the tucked card.
    The other game's page of addition examples also seems confusing. What are they examples of? They don't seem tied to specific rules. They're just an extra set of situations for SOMETHING that happened earlier. Examples should sit closer to the text that they describe. If you need to give an example of an entire round of play at the end of your book, that's a warning sign that you didn't keep players engaged with clear examples on your way in.
    7. Scoring examples are mostly fine. Again, make sure that your examples have clear steps or definitions to prevent confusion.
    8. Card anatomy needs to come at the right time. Many complex games put the card anatomy in the front of the rulebook. No one memorizes the different parts of cards before they know the purpose of those cards. If you tell me on page 14 to put an Income Cube on a card equal to its Income modifier, but you told showed me the card's Income on page 2, then there's no way I remember what that is. Give a card's anatomy when you describe how to use the card.
    9. Winning the game should always be one of the key concepts. Your readers need that in the back of their heads as they read the rulebook, so that they know the relative importance of what they read and how it gets them to the goal.
    10. Strategy tips sound nice to have, but new players are usually more focused on learning the rules and keeping the game moving correctly. I've had game teachers explain every important card combo during the initial teach when I'm just trying to remember the steps of the player turn. Too much strategy hurts your focus on the rules.
    Resist the urge to spill tips all over your rulebook. Focus on tips that lead players away from traps or obviously wrong decisions. For example, I wish that Space Base chart had a little bit less about "As ExPeRiEnCeD pLaYeRs KnOw, WhEn TwO-sIx SiDeD dIcE aRe RoLlEd..." and instead just focused on saying, "You're eight times as likely to get a 5 as you are to get an 11! Be careful about betting everything on the high numbers!"
    11. End-of-book references are nice. Rulebooks that refuse to teach anything in the middle of the book and tell you to check the end-of-book reference for everything are awful. Put every rule in the place where you need it. Put a card FAQ or list of unique abilities in the back.
    12. What's that card FAQ of raven cards that just lists the text that's on every card? It sounds like this was supposed to be a card list for players who haven't memorized the cards in each deck, but this list takes up a lot of page space. I wonder if I'm looking for a specific card, how many pages of the rulebook do I need to flip through to find it?
    Honestly, when Tom said that a perfect rulebook probably exists, I instantly thought, "Nuh uh." Game designers understand the basics of what should go into a rulebook, but almost no one stops to think about how those things should be structured.

    • @dreamshade
      @dreamshade 8 місяців тому

      It's four years later. I'm reading this comment again while doing research for an essay about rulebooks. And my goodness, I sure did focus on nitpicks and not on the core problems with formatting and ordering rules. The real problems with rulebooks are so much deeper than this.

  • @Zersetzor
    @Zersetzor 5 років тому

    Not so much an addition but a little nitpick, regarding examples. I have seen many cases of examples being not particularly helpful. Usually because they show a rather obvious case that is probably meant to illustrate the general concept behind a rule. But more often than not I find myself referring to examples in exactly the not-so-obvious cases where different rules interact in some way that is not easily resolved. These need either examples to clear up confusion, or some clarification in the FAQ.

  • @yeahimahunter4780
    @yeahimahunter4780 3 роки тому

    What sites are good for writing rulebooks?

  • @KSweeney36
    @KSweeney36 5 років тому

    Make it A4, especially the PDF. Which should be on BBG to download.

  • @mickeyjuif3881
    @mickeyjuif3881 5 років тому

    Many games these days are language independent, and make heavy use of symbology and iconography. In these games, there should always be player aids which clearly translate the meaning of all the symbols and icons used.

  • @ikesteroma
    @ikesteroma 5 років тому

    When you are done with your book, you need to have nooBs read it over and see if it makes sense to them. If you are having it translated into another language, have a native NOOB read over it to see if it makes sense to them. All too often, I will read a rulebook that was originally written in another language that was obviously translated by someone who speaks English as a second language, and it is often very difficult to understand.

  • @searose6192
    @searose6192 5 років тому

    Great video👍🏻

  • @dddmmm21
    @dddmmm21 5 років тому +4

    Funny he chose Space Base’s manual to serve as example... I find that quite a bad rules book, for a non typical reason, it is too long and verbose (and full of typos)... It has like 20 pages when only 6 where needed.

    • @jonathanhowe42
      @jonathanhowe42 5 років тому +1

      I think what he was likely going for was finding good examples in different rulebooks, but not necessarily saying each of these are good as a whole (which is probably why he rarely mentions the names of the games where he's giving examples).

    • @boardgamefangirl
      @boardgamefangirl 5 років тому

      Just was using the Space Base Rulebook last week and we found some of the rules for some of the cards obtuse. The abilities made no sense. And we re-read it and re-read the card multiple times and no one at the table could figure it out.

  • @IndiesVSHeroes
    @IndiesVSHeroes 4 роки тому

    Why would 6 people thumbs down this video? It’s incredibly helpful! Thanks Tom:)

  • @theshogunstein6475
    @theshogunstein6475 5 років тому

    Great topic

  • @stellaraphid565
    @stellaraphid565 5 років тому

    It does annoy me when a game does not come with reference cards

  • @RicoCordova
    @RicoCordova 5 років тому

    I prefer if there is no fluff in the rule book. Save on money, paper, time, etc...just put that stuff online. No need for an entire page dedicated to credits. I don't care. If anyone wants that info, they can search online. No need to have the history of the topic in the rule book - just put it online.

  • @7Mugi7
    @7Mugi7 Рік тому

    I put the new forgis on the jeep 🚶‍♂️

  • @otubrabnad
    @otubrabnad 5 років тому

    The title cards were very off-putting. They were way too long given the lengths of the segments they introduced and disrupted Tom's flow. I would have preferred a quick title overlay at the beginning of each section.

  • @gwenmusker5947
    @gwenmusker5947 5 років тому

    Inclusive or gender neutral language

  • @robertburke9408
    @robertburke9408 5 років тому +1

    First. I need this!

  • @dddmmm21
    @dddmmm21 5 років тому

    I hate when rules are explained in thematic terms without a proper translation to the real world... e.g. You should increase influence... what the hell is that? Ah, I need to draw a new card.

  • @yrusomad6
    @yrusomad6 5 років тому

    LOL at showing Space Base rulebook, now that is hilarious! 26 page rulebook that doesn't clarify the difficult things in an overall simple light game. Hilarious!

  • @FranciscoArena
    @FranciscoArena 5 років тому +1

    Rulebooks are almost as important as the game itself, IMHO.
    I've sold a lot of otherwise could-be good games due to incomplete, unclear, difficult to follow rulebooks.

  • @FatManWalking18
    @FatManWalking18 5 років тому +2

    know how to use spell and grammar check

    • @kateunrau8095
      @kateunrau8095 5 років тому +3

      Insufficient! Hire an editor and a proofreader.

  • @DukensteinA1
    @DukensteinA1 5 років тому +1

    Nothing personal rulebook = junk

    • @thedicetower
      @thedicetower  5 років тому +3

      Well, you'll note I didn't use it as an example!