For the amount of money we pay for board games, no complex game should ever NOT include a glossary of terms at the back with short explanations all in one place. "What is the RECUPERATION phase, again?" "If a unit has the ANNIHILATION trait can they attack a unit with UNDAUNTED?"
TBF board games aren't that expensive and perfecting rules == time == a person == money. To point at other hobbies. Most board games cost the same as 1 box of 5-10 Warhammer miniatures (in a game where you need 10 boxes for an army) or they cost less than half of 1 golf club, etc. They often cost less and close to half of a brand new video game. Boardgames is a relatively cheap hobby in comparison to plenty of other common hobbies out there.
Maybe there should be a new yearly Dice Tower award for Best Rulebook of the Year for a few years to encourage improvement in this area. As Tom said there are some fantastic examples, so let’s encourage them!
Yes, and when we complain about a rulebook to a publisher, don't tell us, "well the rulebook for game C was written by the same writer as the one who wrote our game A and B" As I'm thinking, game A's rulebook received criticism but I found not bad and game B's rulebook I had criticized when it came out and it was so bad that the publisher had the rulebook revised and made available digitally a month after the Kickstarter backers received their copy of the game. Yeah, game C is a game I backed on Kickstarter and received since New Year in which I couldn't figure out how to get it to the table until the publisher answered some questions in the forum about setup. I think the marketing department makes the rulebooks instead of technical writers. Publishers, No Excuses!
Yes, if a publisher can't explain their own game clearly, then they really don't understand it from the player's perspective. Having the game designer write their own rulebook is not a great idea, because it centers everything on the designer's assumptions. For example, in movie production, the saying is that a film is made three times: first written, then directed, and finally edited. It should be the same given the collaborative nature of board games: first designed, then tested, and lastly explained. Do not assume that design explanations during the development process equal a set of rules. Treating a rulebook as a technical document is not as simple as proofreading and smoothing ad hoc test notes.
This -.- So much this. I came from writing fiction into write games and learned the hard way just how much of a different set of tools it is. Two years later, I'm still learning.
It don't get no mo' technical manual than Star Fleet Battles. The problem rises when whiners complain about not having evocative art (diagrams being the exception) along with their rules to help them "imagine" what gameplay should feel like instead of, I dunno, playing the game.
as just a casual board/card/dice gamer I appreciate this. My wife will play a game with me if I ask and we very rarely play as a family with our boys. So a huge hurdle for me/us is that I not only have to learn and understand how to play a game but also well enough to explain it to my family, *then* hope that we actually do play it before I forget and have to re-learn it! The last thing I want to have to do is take 30 min to learn a game after my family actually agrees to play something and hope they still want to play 30 min later!
absolutely. I played Arkham Horror with my wife and she was so bored when I was constantly trying to look up rules that she said she's never play it again. Learned from that mistake.
I love it when a rulebook not only tells you exactly HOW to do something, but also WHY you would want to do it. Cthulhu Wars is a great example of this (and every other point Tom made).
Exactly. This is actually the place where you should treat your consumers as human beings, thinking people. Answer any questions, be ahead of any doubts, basically sit in their heads and strike first. I love a rulebook that does that because I know that the writer respects the reader.
I have a ton of RPG books and I read the "Intro to RPG" chapter with everyone, because I want to know how the designer approached a game (plus it's fun for me, leeme lone!).
Thank you, Tom, for this clear and concise video. It needed to be said. Hopefully the publishers will listen and start making an effort. I've had a conversation with a "Spiel des Jahres" Judge about the game "Dice Forge" back in 2018. He told me, that it would have deserved to get a nomination, but because the rule book was so bad it was eliminated in the early stages of the selection process. Can you imagine how many more games the publisher would have sold, if only they had bothered to make the rule book as good as the gameplay?
Such a great video. I hope it becomes a trend for publishers to make their game and then watch this before hitting print. All of this covered? Yes. Great let's print.
Wow! Great video! Many many excellent points. Also, When a game is complexe enough, I really appreciate when there is a Glossary for all the key words, and also an Icons reference sheet. Those 2 are often very helpfull.
An extra tip that's often passed around the TCG community about rulebooks, that I think also is very valuable for board games: *Explain how a player wins the game early* - usually either as the first thing, or right after the setup is recommended there. "What am I aiming to do" is the context that makes the rules make sense, and gives you a direction for your actions in games.
@@scottdebrestian9875 You can do both. There should be a page or two which summarizes the basics - how do I win, what are my main decisions during the turn, how is the rest of the game structured (rounds, phases etc), and then the detailed flow comes after that following the order of play.
Thank you for articulating a common frustration shared by many enthusiasts in our hobby. Dealing with a poorly written rule book can be extremely challenging. I am currently experiencing this issue with a new game I recently acquired. The setup instructions are incomplete, leaving you to guess how to utilize the remaining pieces. Upon overcoming this hurdle, I encountered scenarios where the same tile is used for two different locations, leading to confusion about which tile should be placed on the board and which one is meant to replace it. If the game had undergone thorough setup and playtesting, these issues would have been identified promptly. In the worst-case scenario, a slight delay in publishing and shipment.
I will often sharpie setup details on my game boards or the box (e.g. starting resources, hand size, Etc.) so I don’t have to skim the rules to remember. I love when the details are in the board. Nice to have on a player aid also.
One of my Most Valuable Purchases was an Etsy bag set for Gaia Project. One of the worst designed rulebooks ever (setting up a non-starter game involves flipping between the starter game setup and the randomized game setup pages). But the bags are nicely done, and every bag has the setup instructions on it. Bonus tiles bag says "# of players + 3". So 75% of the setup rules you can get just from looking at the bag text as you open them.
These are all great recommendations and I heartily agree with all of them. The other day I gave a talk about a introduction to modern board gaming and had a slide explaining that rule books are often terrible so check out UA-cam videos in those cases to get a baseline understanding before rereading the manual. And just to emphasize how right Tom is here, a lot of people then instantly started commenting about their issues with rule books, and how painful they often are. Also call out to the Art Project rule book which uses tabs to make it even more accessible.
Put the ‘how to win’ section at the start of the rulebook. Being told up front that you win by scoring points in XYZ ways means that you will pay attention to the bits of the rules that tell you how to do XYZ. Leaving the ‘how to win’ to the back makes it more likely you’ll miss that. (For a bonus: give an approximate breakdown of typical scoring. If you will get the bulk of your points from doing X, and only a few points from Y, tell us so we don’t waste the first game doing too much Y)
The odd shaped rulebook for the giant large box is just the worst lol! WHY??!?! I agree with all of these points. Let's go publishers, establish best practices! Great vid 👍
It’s interesting to read this again and again. It will certainly have an effect on how I see this. As a media designer I was of the faction that appreciates the extra space in these rulebooks. You could, for instance, use A4/letter with for the rules and the remaining third(?) for examples or a rules summary. But I do get that some people find them just too big for their tables.
What about also including the quick guide down the side of the page for experienced players who just need a memory jog? Something like what Race for the Galaxy and Castles of Burgundy have.
A useful box insert is INCREDIBLY overlooked many times. Yes, a well written rulebook is very important (crucial) but also being able to store your very expensive game properly is very important.
I like when there's instructions on how to get those puzzles back into their inserts and boxes and when those instructions fit on a page that can sit in the top of the box or be attached to the inside of the box lid. Unfortunately the instructions rarely exist and my kids don't attempt to put games back because they say it takes longer to get them back in the box than to play them. Fair point, but ...
It has to be well designed though. A bad insert is worse than no insert especially when it makes the box much larger than it needs to be. I'd say that more 50% of the inserts that came with my games ended up in the recycling bin. A good insert should not just store the components in some random arrangement but should help with setup and even during the game if possible.
I like it when games have a quickstart guide that gets you playing faster and introduces rules along the way. Ideal for children or less patient players who don't want to sit there for an hour while you explain all the rules before they can start playing.
This may be the greatest video of all time. Thank you. 1 thing I will point out is if you need to pull 3 cards from the wunbado deck SAY IT EARLY. I hate when setup step 2 is shuffle these 3 decks, and step 6 is remove the Bob and Oak cards from one of those decks. Even if it isn't a "step" to shuffle a deck yet, call out if cards need removed early. Often someone's contribution to helping setup is shuffling decks. Annoying to have to redo it because we needed to pull out 2 cards first. Also, I just learned Euthia and it may have the best rulebook ever for a game that in-depth.
My personal comment to publishers: Do NOT watch this video looking for some pointers to things that might be important for your game. Instead: Watch this and do ALL the stuff mentioned in this video! Even if YOU personally think it might be okay to skip it. In 49 out of 50 cases ignoring even one of the pointers given in this videos will probably make your game less-good than it could be.
Sometimes I wish there would be two different rulebooks. One for learning the game, with pictures and examples, and one without all that for when you need to look things up during play.
I think a top ten with 3 presenters would totally work! Highlighting the strong points of their picks, giving credit to publishers who do it right, pointing inexperienced 'gamers' to easy-to-learn games would be great!
Tom spitting facts. The Kickstarter components drive me nuts. So many times I'm just staring at some cards or tokens trying to figure out what the heck they are and I end up having to go to the Kickstarter page to figure out what they're for or how to use them.
Yes, and also when I receive a game that didn't come from Kickstarter but the manual shows the Kickstarter components and not the components that I have. Or as one came this week, which did come from crowdfunding and the manual showed the retail components but not the components that I had, so I'm trying to organize it looking for components that don't exist in my copy and some of the pictures of gameplay and setup were clearly from the early design phase looking very different than the finished product. That stuff makes me think of what I would say if my child showed me a clearly half finished project and told me they were ready to turn it in to their teacher.
I was fortunate to be able to play a demo version of a kickstarter game I was looking at. The manual had glossy black writing on a mat black background, no glossary, refused to even use standardized terms (What the hell is the "kick" player and why do they go before the "tree" player?), and the "exclusive prototype pieces" had nothing to do with the art on the rest of the game (I guess they had a few artists, each with their own interpretations).
If I have to go to UA-cam, Kickstarter, a Wiki page (this one is mainly video games), or a FAQ just to make it through the first 2-4 hours playing your game, YOU HAVE FAILED as a developer & designer.
Player aids should always include an outline of turn and round structure. Players should not have to flip back through the rulebook all the time to make sure they aren't missing any steps.
One of the things that I hate about Frosthaven is that the "flow of the game" (campaign, not what happens inside a combat encounter) isn't on a player aid. So every time we finish a mission, I flip the rules open to The Outpost Phase, and we go through in order. That entire section could be abbreviated and fit onto a card or paper the size of a character sheet. But no.
Thank you Tom!! I’m so glad that you made this video. It is very frustrating to myself and the group I’m playing with when some of these issues come up. I truly hope that publishers listen and take your feedback to print.
Fantastic video but imo you left out the MOST IMPORTANT THING. Publishers... please... when you playtest your games... never never TEACH your playtesters how to play. ALWAYS give them the game while you sit in the corner SILENTLY taking notes as you WATCH them try to use your rulebook to learn the game ON THEIR OWN. Consumers do not have you sitting with us teaching us how to play. Your playtesters shouldn't either. Find out what confuses people about your rulebook BEFORE it goes to market.
To make the unboxing easier, I've been pressing for labels to be printed on the sprues of punchboard components. That way you can directly reference the Component section of the rulebook against the punch sheets as you sort them out for the first time.
Amen! Some of my games don't get played for months and I don't have time to reread a 7-20 page rule book as everyone waits. I started to create my own set-up and player aides for my games in order to get to playing them (correctly) faster.
Thank you! Before I got to the end where you mentioned textbooks, I was already making the comparison in my mind. I was a college math teacher for forty years, and part of my job was to review textbooks for publishers. I used to tell them to include lots of white space on the page. If a nervous student is trying to read a calculus textbook and is met with a wall of text, that creates a barrier. Important concepts, definitions, theorems and equations should stand out on the page, surrounded by white space, to invite the reader to stop and notice and reflect. The same goes for rulebooks. I remember once on BGG I was reviewing a work-in-progress that was part of a design contest. The designer wanted to make the rulebook concise enough to fit on one page. It was pretty crowded, but it fit. I was totally lost trying to understand it. Other playtesters said “It’s really easy. It’s just like Stardew.” But I’d never played that, and the comparison didn’t help me at all. They told me it was “sandbox game,” but I didn’t know what that meant, so that didn’t help me either. I felt really stupid, and was just going to give up, but the designer was very kind, and said, “Don’t give up. I really want to help you figure this out.” Based on my complaints, he ended up expanding the rulebook from one page to eleven pages, with lots of illustrated examples. And then I was able to understand it fine. I wasn’t stupid, just ignorant of the underlying assumptions that people familiar with that kind of game already knew. When my questions led him to spell everything out, the rulebook became much better, and he did really well in the contest.
An example of good graphical examples I've noticed: Cartographers. Every scoring card has an example image of what scores, but it also includes what DOESN'T score, or things you might expect to score twice. If the card is "score for each field and water next to each other" it will show two fields next to a single unit of water and how to score that, as well as two waters next to a field. Just really clever once I started noticing it.
This. 1000 times this. I have games, that I know are great games, that are nevertheless gathering dust on the shelf for years now, because they are so freaking frustrating to play because of bad and/or incomplete rulebooks. Looking at you, Cry Havoc. Game is sick, but I've lost count of how many stuff I had to look up online back when I was playing it. Now that it's been quite a while since I've played it, I just can't gather the courage to start playing again, knowing I'll have to look all those edge cases and interactions between the factions, that are simply not in the rulebook.
@@salmonblox yes. Great game, terrible rulebook. You would not believe how many times you have to stop to check something out online because of weird interactions between the various abilities of the asymmetric factions.
@@DiegoDeschain I would believe it a little bit, as I have had similar experiences with other Portal games, ha ha. I like their games but their rulebooks are a chore to get through sometimes. Empires of the North was a refreshing departure from that
Of course my first introduction to the hobby was Catan. I was annoyed at first that there were two separate rulebooks but when I got around to teaching it to the family, I so appreciated those two large format booklets (some of us are older; bigger is not always bad). I could find the answers quickly and keep things moving when I was even still learning it myself. More is always better, thank you, because I was a dummy when I started. The success of those rules, and I'll also give it to original Carcassonne and Ticket to Ride that let us all get into those games successfully. Look at the OGs. They did it right.
When my wife and I learn new games, she generally will read the rules aloud from the rulebook - this is the way we've learned is most efficient for us. I cannot tell you how many times she has complained about the exact thing you mentioned at 5:26 - she HATES it when games start talking about concept after concept before even getting to the setup. There's not a single time in the 150+ games we've learned where it actually made sense to put concepts at the front of the rulebook. I can't wait to show her this video!
I like it when games do this - Fort and Ecos do the same "starting cards or drafting" thing, and Spirit Island has a suggested card progression for the four easiest spirits
Publishers, all those things SHOULD ALWAYS BE DONE!! We love your games, makes it easier for us!! I just got one game from a very well known publisher, the game looks good, but I had to download 5 FIVE new glossary PDF files with the descriptions of the tiles and icons because it was not in the rulebook! Now I have to print them.. this should have been done BEFORE you sell me your game! :)
Or you know what, fine , I have to print them. So give me a better price to buy the game at. If I have to essentially complete the game for you, then give me a share/break on the price.
We have the same opinion on the "front loading" of information in a rulebook - what you refer to as the pages of concepts before setup. This was never the case in any rulebook I wrote, and in many rulebooks that I edited, this was one of the first things I changed.
The question is whether a rulebook is thought of as a means to learn the game, or as a reference during play. If it is a reference, basic concepts should be fairly early. And you can make an argument a rulebook will be used to learn a game once, but used as a reference maybe hundreds of times, so it should be laid out as a reference.
I've always appreciated GMT games rulebooks for this reason. They are definitely dense and read more like a technical manual, but all their rules are neatly organized by section and subsection numbers, and also cross-reference other rules throughout the rulebook. They also have an index where you can quickly reference the section and subsection for the rule, keyword, or mechanic in question.
Another thing I've been seing in the last year that's driving me crazy is when a rulebook shows a QR code and says that you need to go to that QR code for setup, or the campaign, or whatever. I'd like to see it in the rulebook, I don't care how many extra pages that is. I want to be able to open my game and play without being anywhere near a cell phone. But if a publisher absolutely has to give me a QR code because they are too cheap to pay for ink and paper or whatever excuse, then also give me the web address also because if I have to use technology to access those materials, I'm going to be grumpy about it and I'll be in a better mood if I can access that with a keyboard and my nice big monitor. I hate trying to read things off of cell phone screens and yes, I will send messages expressing my displeasure at being told to go to a QR code long before I will pull out my cell phone to read said code. Give me the web address and I'll be grumpy about it in silence as I type.
Completely agree!!! I recently bought a game, which I do enjoy, but there was no explanation of what to do in case of a tie. It was very frustrating, when lo and behold, we ended up in a tie.
Thanks for this video Tom!!! Huge source of frustration for me and my friends and bad rule books really make it harder to bring new players into the hobby... Incredibly useful advice for aspiring designers and publishers.
I'm glad Tom hit upon one of my biggest gripes with some rulebooks - not including the 'solo' components with all the other components. This is especially so as I'm not a big solo gamer, and so especially when I buy a game second hand I often overlook any rulebook just for solo play. And then I'm left wondering what on earth those 4 red tokens and random cards are for!
Great video, Tom! This perfectly illustrates what we're trying to do with Rulepop. I think our supplements check most of the items on your list. They have quick reference player aids, complete components lists, indexes, in-depth rules and everyone at the table can have a copy. Plus we can include nice things that a printed rulebook can't like links, keyword search, and dynamic rules settings. Like other game components, it's included with the game, provided by the publisher, and at no extra cost to players. However, it's intangible - so it's often overlooked. What do you think about web-based rules supplements?
One of the most unique rule books I've come across is from the game Atlantic Chase. It's written in conversation style. All the rule headings are questions a person would ask. "How do I do a Naval Search". Then it's explained as if someone was talking to you. And there's only one rule set per page. Page 15, for example, only talks about how to do X... and so on. Yes it makes for a thicker rule book but it still works well.
4:58 "Rules need to make sense in their order." - I need to shout out Spirit Island here because they actually provide multiple options on how to read the rulebook. If you read it start to end, it will give you setup, sequence of play and then concepts. But before all of that, the rulebook says that these 3 segments can be read in any order. I am a weird guy who prefers to learn concepts first and this little note at the start made this large rulebook a lot more digestible for me.
SI's rulebook is great. My only gripe is I wish the player aid was larger than card sized. As expansions have come out, it's gotten kind of silly - having to hand people like 8 cards as a player aid 😂
I don't have Spirit Island but I also like when a rulebook is in the order your mentioning and if it's going to go in more detail on something later it'll have a page # so you know where to go if you want to know more right away. sometimes I have questions while reading a rulebook and then later realize that it was explained elsewhere just not when/where I would have liked. I enjoy games by MCG, but I feel like they write a rulebook, cut out every paragraph of it, dump those paragraphs in a giant bowl, pulling the paragraphs out randomly placing them in the end result rulebook in that chaotic random order. Swearing at the rulebook in the first reading and then looking for videos of playthroughs before attempting to play has become my tradition with them, and I unfortunately forget how frustrated I was when their next game comes out and then I remember as I'm swearing all over again.
I have to say I really don't like SI's rulebook. At least the German version. It was good for learning the game, but it's near impossible to find anything during the game.
When I teach a game, I often make player aids that I laminate, for the other players to make the game play easier. They have been very appreciated by other players. I agree heartily with you on not assuming that game terms are known. Maybe someone purchases a game that's WAY over their head, but they just had to have it. Orthogonal was a good term to point out. I used that term and confused the heck out of my newer players. Also listing components is very important. You might not know something is missing in a larger game, if you don't have a listing of the components. This was a VERY important video! Thank you!
I just opened a copy of Winter Queen by CrowD Games. The presentation, including the artwork, is impressive. The components fit nicely into the well-designed box insert. The rules are clearly written and illustrated. Player-aid cards are provided for each player. Good job, CrowD Games!
We just recently played Blueprints of Mad King Ludwig. They did a beautiful job of showing how the game is packed up, but some of the rules like how goal cards are linked to utility rooms probably wasn't presented in the clearest order x.x We didn't find the correlation until we were ready to score and that sucked.
The smaller the pages, the more pages are needed to cover the same number of rules. If your box is 24x24 inches, then that means you can use pages that are 24x24 inches, thus you need fewer pages, and sometimes having a larger page means you can include more detailed diagrams, or have more related rules right next to each other, so you don't have to flip between pages to see how these two rules interact. The size of a rule book shouldn't be an issue, so long as that book adequately explains the rules.
AMEN! The numbered setup with an accompanying photo with corresponding numbers is super-helpful. I agree on providing players with a starting deck or "for your first game" alternate setup, but PLEASE not the way Terra Mystica did it, which was to write the Setup section for your first game and later placing the rules for every game thereafter. A rulebook is both a teaching tool (your first game) and a regularly-consulted reference. It *is* challenging to write and organize the book for both purposes, but many games do that really well.
I think the 'New' edition does it better, as it seems to have both a 'learn how to play' book as well as a full reference book, but the original Through the Ages (which is what I've got) is pretty bad at this, first giving the Simple Game rules, then what's new in the Advanced Game, and finally what's in the Full Game. So you might need to look through three different sections to find what you're looking for. At least it comes with large player aids.
@@JorWat25 good to know. My copy of Terra Mystica is quite old now and I realize they may have improved the rule book. (Or maybe you are referring to Terra Nova or Age of Innovation?) I really like the Through the Ages: A New Story of Civilization rule book. I have a recent copy of that one. That rule book has the thing Tom recommended showing you how to pack it up; that picture is a lifesaver.
@@StevenStJohn-kj9eb Ah, no, I meant the new version of Through the Ages is better than the original edition. I don't know anything about Terra Mystica.
It drives me nuts as someone who used to design packaging that there's not a packing guide for every game with an insert. If you designed it, you know what you're intending to go where!
I couldn't figure out how Wingspan was supposed to be organized because no matter how I set it up it didn't seem like there was the right number of containers for food and eggs. I messaged Stonemier and they told me there wasn't a planned setup and they hoped I figured it out. Yes, sometimes I do figure out how I want things, but I'd like to know the designers' plan at initial setup!
OMG! Without a doubt, amazing plea! THANK YOU TOM!!! I couldn’t have said it better other than to say that you cannot over emphasize…. well EVERYTHING YOU SAID! I was going to say index and player aids, then added back of book Iconography.. then added Comprehensive component guide in the beginning.. then realized… well EVERYTHING YOU SAID!!
this video needs to be pinned in every game designers forum on the internet. as a professional manual and test procedure document writer for about a decade (in a different industry, but the skills translate nearly 1:1), all of Tom's points ring true. if i could add one thing, it would be this: HIRE A PROFESSIONAL PROOFREADER / EDITOR if possible. the comparatively small upfront cost is worth reducing the barrier of entry for your game, i promise. (shameless plug: if you are in need of a proofreader / editor, feel free to reach out to me.)
Thanks for emphasizing the importance of a good rulebook. Several times I found myself in a situation where I decided the game was just ok. Lately, when I watched playthroughs on UA-cam and all of a sudden I realized that I missed a couple of rules that change a game a lot. After that, a game is getting good enough.
Thank you! One of my biggest gripes is having a giant square rule book. I also very much dislike it when companies release their products and their respective expansions in different sized boxes and/or the fact that the expansions can't fit inside the main box. Why does the viticulture world board not fit in the essential box? All of the wingspan, tapestry, and scythe expansion boxes are all different sized boxes. Why?! This makes storage a nightmare.
For player aids, my biggest pet peeve is when they are two sided. I always scan them in and print out extra copies so you can see both sides at the same time.
Great stuff. My 2 biggest pet peeves: the objective of a game is never to score the most points. I hate that as a stated objective. An objective might be to collect the most sets, or sell the best goods, or complete the most goal cards, or control the most territory, or go up the highest on tracks, or whatever. It's never to "score the most points." My second pet peeve, which you covered, is not being able to tell what deck is what. There's 5 decks of cards, 3 of them have the same backs, how the *heck* am I supposed to know what deck is what if you don't show me a (good) picture?? And honorable mention, which you also mentioned is, "at the beginning, draw 5 and choose 3," but we have NO basis for choosing yet.
I honestly miss the old alea rulebooks. They had the bar off to the right that had summary of key points. It was always my “refresh” rule read after I haven’t played in awhile.
I had a dream of being board rulebook writer. My friend who designs games and laughed in my face. “No game company will ever pay you to do that.” Dreams crushed.
For the amount of money we pay for board games, no complex game should ever NOT include a glossary of terms at the back with short explanations all in one place. "What is the RECUPERATION phase, again?" "If a unit has the ANNIHILATION trait can they attack a unit with UNDAUNTED?"
Why the double negative? You’re talking about making things easier for ppl ffs.
@VJMorph I never don't not want to make it confusing
TBF board games aren't that expensive and perfecting rules == time == a person == money.
To point at other hobbies. Most board games cost the same as 1 box of 5-10 Warhammer miniatures (in a game where you need 10 boxes for an army) or they cost less than half of 1 golf club, etc. They often cost less and close to half of a brand new video game.
Boardgames is a relatively cheap hobby in comparison to plenty of other common hobbies out there.
@@RyanPST88 Are you really using Warhammer as a value comparison? Porsche demolition derbies are cheap compared to Warhammer.
You hardly pay anything for board games? It's a terrible business because the profits are negligble.
Maybe there should be a new yearly Dice Tower award for Best Rulebook of the Year for a few years to encourage improvement in this area. As Tom said there are some fantastic examples, so let’s encourage them!
love this idea!
100%
Great idea!
Most reviews don't even cover the quality of the rulebook, I'd suggest to grade the player support material for each game in every review.
Definitely like this
This would be a worthy checklist before any game goes to publication. Every one of these suggestions will make your game a better experience.
As someone who regularly teaches games, I love when I can teach the whole game using just the player aid as reference.
Excellent points!
To publishers: Rule books are technical manuals. Find a technical writer, and have them compile/edit your rule set.
Yes, and when we complain about a rulebook to a publisher, don't tell us, "well the rulebook for game C was written by the same writer as the one who wrote our game A and B" As I'm thinking, game A's rulebook received criticism but I found not bad and game B's rulebook I had criticized when it came out and it was so bad that the publisher had the rulebook revised and made available digitally a month after the Kickstarter backers received their copy of the game. Yeah, game C is a game I backed on Kickstarter and received since New Year in which I couldn't figure out how to get it to the table until the publisher answered some questions in the forum about setup. I think the marketing department makes the rulebooks instead of technical writers. Publishers, No Excuses!
Funny enough the rulebook for Tenares is exactly like a tech manual. It's strange at first, but makes looking ANYTHING up a snap.
Yes, if a publisher can't explain their own game clearly, then they really don't understand it from the player's perspective. Having the game designer write their own rulebook is not a great idea, because it centers everything on the designer's assumptions.
For example, in movie production, the saying is that a film is made three times: first written, then directed, and finally edited. It should be the same given the collaborative nature of board games: first designed, then tested, and lastly explained.
Do not assume that design explanations during the development process equal a set of rules. Treating a rulebook as a technical document is not as simple as proofreading and smoothing ad hoc test notes.
This -.- So much this. I came from writing fiction into write games and learned the hard way just how much of a different set of tools it is. Two years later, I'm still learning.
It don't get no mo' technical manual than Star Fleet Battles. The problem rises when whiners complain about not having evocative art (diagrams being the exception) along with their rules to help them "imagine" what gameplay should feel like instead of, I dunno, playing the game.
Every rulebook complaint I've ever had and more. Excellent video.
These points are better than the ten commandments!
What do we want?
Reference sheets
When do we want them?
Now!
😂
When do we want them?
Page 17, 19 or 32.
as just a casual board/card/dice gamer I appreciate this. My wife will play a game with me if I ask and we very rarely play as a family with our boys. So a huge hurdle for me/us is that I not only have to learn and understand how to play a game but also well enough to explain it to my family, *then* hope that we actually do play it before I forget and have to re-learn it! The last thing I want to have to do is take 30 min to learn a game after my family actually agrees to play something and hope they still want to play 30 min later!
absolutely. I played Arkham Horror with my wife and she was so bored when I was constantly trying to look up rules that she said she's never play it again. Learned from that mistake.
Quickstart rules help a lot, for either those who want to start playing right away or for those who have played and need a refresher.
I love it when a rulebook not only tells you exactly HOW to do something, but also WHY you would want to do it. Cthulhu Wars is a great example of this (and every other point Tom made).
Exactly. This is actually the place where you should treat your consumers as human beings, thinking people. Answer any questions, be ahead of any doubts, basically sit in their heads and strike first. I love a rulebook that does that because I know that the writer respects the reader.
Lots of players will complain, vocally, if you include 'spoilers' in the game, though.
I have a ton of RPG books and I read the "Intro to RPG" chapter with everyone, because I want to know how the designer approached a game (plus it's fun for me, leeme lone!).
Thank you, Tom, for this clear and concise video. It needed to be said. Hopefully the publishers will listen and start making an effort.
I've had a conversation with a "Spiel des Jahres" Judge about the game "Dice Forge" back in 2018.
He told me, that it would have deserved to get a nomination, but because the rule book was so bad it was eliminated in the early stages of the selection process.
Can you imagine how many more games the publisher would have sold, if only they had bothered to make the rule book as good as the gameplay?
Such a great video. I hope it becomes a trend for publishers to make their game and then watch this before hitting print. All of this covered? Yes. Great let's print.
Wow! Great video! Many many excellent points. Also, When a game is complexe enough, I really appreciate when there is a Glossary for all the key words, and also an Icons reference sheet. Those 2 are often very helpfull.
A glossary is great, as long as there are no rules hidden there :)
An extra tip that's often passed around the TCG community about rulebooks, that I think also is very valuable for board games: *Explain how a player wins the game early* - usually either as the first thing, or right after the setup is recommended there. "What am I aiming to do" is the context that makes the rules make sense, and gives you a direction for your actions in games.
I second that! Simon Sinek has a great video about 'start with why', I think that could totally be applied here too.
Yep. That’s also how many people prefer a fake to be taught. Tell me how I am winning it, then tell me how to do that.
Other players really want a manual that follows the sequence of play, though, and checking to see who won comes at the end of the game.
@@scottdebrestian9875 You can do both. There should be a page or two which summarizes the basics - how do I win, what are my main decisions during the turn, how is the rest of the game structured (rounds, phases etc), and then the detailed flow comes after that following the order of play.
Thank you for articulating a common frustration shared by many enthusiasts in our hobby. Dealing with a poorly written rule book can be extremely challenging. I am currently experiencing this issue with a new game I recently acquired. The setup instructions are incomplete, leaving you to guess how to utilize the remaining pieces. Upon overcoming this hurdle, I encountered scenarios where the same tile is used for two different locations, leading to confusion about which tile should be placed on the board and which one is meant to replace it. If the game had undergone thorough setup and playtesting, these issues would have been identified promptly. In the worst-case scenario, a slight delay in publishing and shipment.
I really hope publishers take these recommendations to heart.
I will often sharpie setup details on my game boards or the box (e.g. starting resources, hand size, Etc.) so I don’t have to skim the rules to remember. I love when the details are in the board. Nice to have on a player aid also.
One of my Most Valuable Purchases was an Etsy bag set for Gaia Project. One of the worst designed rulebooks ever (setting up a non-starter game involves flipping between the starter game setup and the randomized game setup pages). But the bags are nicely done, and every bag has the setup instructions on it. Bonus tiles bag says "# of players + 3". So 75% of the setup rules you can get just from looking at the bag text as you open them.
These are all great recommendations and I heartily agree with all of them. The other day I gave a talk about a introduction to modern board gaming and had a slide explaining that rule books are often terrible so check out UA-cam videos in those cases to get a baseline understanding before rereading the manual. And just to emphasize how right Tom is here, a lot of people then instantly started commenting about their issues with rule books, and how painful they often are.
Also call out to the Art Project rule book which uses tabs to make it even more accessible.
Put the ‘how to win’ section at the start of the rulebook.
Being told up front that you win by scoring points in XYZ ways means that you will pay attention to the bits of the rules that tell you how to do XYZ.
Leaving the ‘how to win’ to the back makes it more likely you’ll miss that.
(For a bonus: give an approximate breakdown of typical scoring. If you will get the bulk of your points from doing X, and only a few points from Y, tell us so we don’t waste the first game doing too much Y)
The odd shaped rulebook for the giant large box is just the worst lol! WHY??!?! I agree with all of these points. Let's go publishers, establish best practices! Great vid 👍
Rule books in standard sizes (A4, A5, etc)
Nothing beats having to drag a bar stool over to the table to put a ginormous rule book on because the game already takes up 99% of the table.
It’s interesting to read this again and again. It will certainly have an effect on how I see this. As a media designer I was of the faction that appreciates the extra space in these rulebooks. You could, for instance, use A4/letter with for the rules and the remaining third(?) for examples or a rules summary. But I do get that some people find them just too big for their tables.
What about also including the quick guide down the side of the page for experienced players who just need a memory jog? Something like what Race for the Galaxy and Castles of Burgundy have.
A useful box insert is INCREDIBLY overlooked many times. Yes, a well written rulebook is very important (crucial) but also being able to store your very expensive game properly is very important.
I like when there's instructions on how to get those puzzles back into their inserts and boxes and when those instructions fit on a page that can sit in the top of the box or be attached to the inside of the box lid.
Unfortunately the instructions rarely exist and my kids don't attempt to put games back because they say it takes longer to get them back in the box than to play them. Fair point, but ...
My God, the amount of times I spent over $100 on a game and they couldn't give me 10 cents worth of extra plastic bags to store the pieces in!
It has to be well designed though. A bad insert is worse than no insert especially when it makes the box much larger than it needs to be. I'd say that more 50% of the inserts that came with my games ended up in the recycling bin.
A good insert should not just store the components in some random arrangement but should help with setup and even during the game if possible.
Inserts go straight into the trash.
I like it when games have a quickstart guide that gets you playing faster and introduces rules along the way. Ideal for children or less patient players who don't want to sit there for an hour while you explain all the rules before they can start playing.
This may be the greatest video of all time. Thank you. 1 thing I will point out is if you need to pull 3 cards from the wunbado deck SAY IT EARLY. I hate when setup step 2 is shuffle these 3 decks, and step 6 is remove the Bob and Oak cards from one of those decks. Even if it isn't a "step" to shuffle a deck yet, call out if cards need removed early. Often someone's contribution to helping setup is shuffling decks. Annoying to have to redo it because we needed to pull out 2 cards first.
Also, I just learned Euthia and it may have the best rulebook ever for a game that in-depth.
Awesome video & a great contribution ! Let‘s all hope that publishers view this video and actually listen…
My personal comment to publishers:
Do NOT watch this video looking for some pointers to things that might be important for your game.
Instead: Watch this and do ALL the stuff mentioned in this video! Even if YOU personally think it might be okay to skip it. In 49 out of 50 cases ignoring even one of the pointers given in this videos will probably make your game less-good than it could be.
Sometimes I wish there would be two different rulebooks. One for learning the game, with pictures and examples, and one without all that for when you need to look things up during play.
Top ten rulebooks?
Probably not worth one of the long everybody chimes in videos, but Tom doing a standalone 10 minute top 10 rulebooks video would be instructive.
Star Wars Outer Rim has a great rulebook!
The new version of Ra would be apparently, since they used it multiple times in this video.
I think a top ten with 3 presenters would totally work! Highlighting the strong points of their picks, giving credit to publishers who do it right, pointing inexperienced 'gamers' to easy-to-learn games would be great!
I would love a Top10 rule books video.
Tom spitting facts. The Kickstarter components drive me nuts. So many times I'm just staring at some cards or tokens trying to figure out what the heck they are and I end up having to go to the Kickstarter page to figure out what they're for or how to use them.
Yes, and also when I receive a game that didn't come from Kickstarter but the manual shows the Kickstarter components and not the components that I have. Or as one came this week, which did come from crowdfunding and the manual showed the retail components but not the components that I had, so I'm trying to organize it looking for components that don't exist in my copy and some of the pictures of gameplay and setup were clearly from the early design phase looking very different than the finished product. That stuff makes me think of what I would say if my child showed me a clearly half finished project and told me they were ready to turn it in to their teacher.
I was fortunate to be able to play a demo version of a kickstarter game I was looking at. The manual had glossy black writing on a mat black background, no glossary, refused to even use standardized terms (What the hell is the "kick" player and why do they go before the "tree" player?), and the "exclusive prototype pieces" had nothing to do with the art on the rest of the game (I guess they had a few artists, each with their own interpretations).
If I have to go to UA-cam, Kickstarter, a Wiki page (this one is mainly video games), or a FAQ just to make it through the first 2-4 hours playing your game, YOU HAVE FAILED as a developer & designer.
This is one of the reasons I love stonemaier games. They pay attention to all these details.
Stonemaier has some of the best rulebooks and player aids out there.
Agreed
I really hope ALL publishers watch this video and learn from it!
Player aids should always include an outline of turn and round structure. Players should not have to flip back through the rulebook all the time to make sure they aren't missing any steps.
And, if an expansion alters the turn, round, or adds new icon/terms, then put new player aids in the expansion.
One of the things that I hate about Frosthaven is that the "flow of the game" (campaign, not what happens inside a combat encounter) isn't on a player aid. So every time we finish a mission, I flip the rules open to The Outpost Phase, and we go through in order. That entire section could be abbreviated and fit onto a card or paper the size of a character sheet. But no.
Thank you Tom!! I’m so glad that you made this video. It is very frustrating to myself and the group I’m playing with when some of these issues come up. I truly hope that publishers listen and take your feedback to print.
Fantastic video but imo you left out the MOST IMPORTANT THING. Publishers... please... when you playtest your games... never never TEACH your playtesters how to play. ALWAYS give them the game while you sit in the corner SILENTLY taking notes as you WATCH them try to use your rulebook to learn the game ON THEIR OWN. Consumers do not have you sitting with us teaching us how to play. Your playtesters shouldn't either. Find out what confuses people about your rulebook BEFORE it goes to market.
To make the unboxing easier, I've been pressing for labels to be printed on the sprues of punchboard components. That way you can directly reference the Component section of the rulebook against the punch sheets as you sort them out for the first time.
Thank you so much for making this video. Exactly what I need now.
Amen! Some of my games don't get played for months and I don't have time to reread a 7-20 page rule book as everyone waits. I started to create my own set-up and player aides for my games in order to get to playing them (correctly) faster.
Also, with components, call them the same thing throughout rulebook!
Thank you! Before I got to the end where you mentioned textbooks, I was already making the comparison in my mind. I was a college math teacher for forty years, and part of my job was to review textbooks for publishers. I used to tell them to include lots of white space on the page.
If a nervous student is trying to read a calculus textbook and is met with a wall of text, that creates a barrier. Important concepts, definitions, theorems and equations should stand out on the page, surrounded by white space, to invite the reader to stop and notice and reflect. The same goes for rulebooks.
I remember once on BGG I was reviewing a work-in-progress that was part of a design contest. The designer wanted to make the rulebook concise enough to fit on one page. It was pretty crowded, but it fit.
I was totally lost trying to understand it. Other playtesters said “It’s really easy. It’s just like Stardew.” But I’d never played that, and the comparison didn’t help me at all. They told me it was “sandbox game,” but I didn’t know what that meant, so that didn’t help me either.
I felt really stupid, and was just going to give up, but the designer was very kind, and said, “Don’t give up. I really want to help you figure this out.” Based on my complaints, he ended up expanding the rulebook from one page to eleven pages, with lots of illustrated examples. And then I was able to understand it fine.
I wasn’t stupid, just ignorant of the underlying assumptions that people familiar with that kind of game already knew. When my questions led him to spell everything out, the rulebook became much better, and he did really well in the contest.
An example of good graphical examples I've noticed: Cartographers. Every scoring card has an example image of what scores, but it also includes what DOESN'T score, or things you might expect to score twice. If the card is "score for each field and water next to each other" it will show two fields next to a single unit of water and how to score that, as well as two waters next to a field. Just really clever once I started noticing it.
Great segment, Tom!
This. 1000 times this. I have games, that I know are great games, that are nevertheless gathering dust on the shelf for years now, because they are so freaking frustrating to play because of bad and/or incomplete rulebooks. Looking at you, Cry Havoc. Game is sick, but I've lost count of how many stuff I had to look up online back when I was playing it. Now that it's been quite a while since I've played it, I just can't gather the courage to start playing again, knowing I'll have to look all those edge cases and interactions between the factions, that are simply not in the rulebook.
Portal game?
@@salmonblox yes. Great game, terrible rulebook. You would not believe how many times you have to stop to check something out online because of weird interactions between the various abilities of the asymmetric factions.
@@DiegoDeschain I would believe it a little bit, as I have had similar experiences with other Portal games, ha ha. I like their games but their rulebooks are a chore to get through sometimes. Empires of the North was a refreshing departure from that
Best DT video in a long while. Publishers take note! I am a rules reader in my group and a lot of this is very painful stuff.
Of course my first introduction to the hobby was Catan. I was annoyed at first that there were two separate rulebooks but when I got around to teaching it to the family, I so appreciated those two large format booklets (some of us are older; bigger is not always bad). I could find the answers quickly and keep things moving when I was even still learning it myself. More is always better, thank you, because I was a dummy when I started. The success of those rules, and I'll also give it to original Carcassonne and Ticket to Ride that let us all get into those games successfully. Look at the OGs. They did it right.
Nice one Tom. I've always said that making a good rulebook is an art in itself.
When my wife and I learn new games, she generally will read the rules aloud from the rulebook - this is the way we've learned is most efficient for us.
I cannot tell you how many times she has complained about the exact thing you mentioned at 5:26 - she HATES it when games start talking about concept after concept before even getting to the setup. There's not a single time in the 150+ games we've learned where it actually made sense to put concepts at the front of the rulebook.
I can't wait to show her this video!
Fields of Arle, a two-player game (w/ solo option) has an absolutely fantastic player aid. Even better, they included two of them!
Seasons (by Libellud) had suggested starting cards, for the first play. Then on 2nd playthroughs and so on, you do the drafting phase.
I like it when games do this - Fort and Ecos do the same "starting cards or drafting" thing, and Spirit Island has a suggested card progression for the four easiest spirits
7 Wonders Duel is another good example. Rather than drafting the wonders, it gives a recommended list for a first game.
Fantastic summary Tom, just spot on!
Publishers, all those things SHOULD ALWAYS BE DONE!! We love your games, makes it easier for us!! I just got one game from a very well known publisher, the game looks good, but I had to download 5 FIVE new glossary PDF files with the descriptions of the tiles and icons because it was not in the rulebook! Now I have to print them.. this should have been done BEFORE you sell me your game! :)
Or you know what, fine , I have to print them. So give me a better price to buy the game at. If I have to essentially complete the game for you, then give me a share/break on the price.
What we see here is Tom using his powers for good! May your influence change this industry forever for every player! Good on you, Tom!
We have the same opinion on the "front loading" of information in a rulebook - what you refer to as the pages of concepts before setup.
This was never the case in any rulebook I wrote, and in many rulebooks that I edited, this was one of the first things I changed.
The question is whether a rulebook is thought of as a means to learn the game, or as a reference during play. If it is a reference, basic concepts should be fairly early. And you can make an argument a rulebook will be used to learn a game once, but used as a reference maybe hundreds of times, so it should be laid out as a reference.
Some of the amazing rules content creators out there definitely saves some games from never getting played.
I've always appreciated GMT games rulebooks for this reason. They are definitely dense and read more like a technical manual, but all their rules are neatly organized by section and subsection numbers, and also cross-reference other rules throughout the rulebook. They also have an index where you can quickly reference the section and subsection for the rule, keyword, or mechanic in question.
Thank you! 🙂👍
Yes! Excellent. We can only hope all of these will become the prevailing norm and base-level expectation for all publishers and thier games.
Full round & rules summary on the back page of the rule book, INCLUDING SETUP!! No exceptions!!
Another thing I've been seing in the last year that's driving me crazy is when a rulebook shows a QR code and says that you need to go to that QR code for setup, or the campaign, or whatever. I'd like to see it in the rulebook, I don't care how many extra pages that is. I want to be able to open my game and play without being anywhere near a cell phone. But if a publisher absolutely has to give me a QR code because they are too cheap to pay for ink and paper or whatever excuse, then also give me the web address also because if I have to use technology to access those materials, I'm going to be grumpy about it and I'll be in a better mood if I can access that with a keyboard and my nice big monitor. I hate trying to read things off of cell phone screens and yes, I will send messages expressing my displeasure at being told to go to a QR code long before I will pull out my cell phone to read said code. Give me the web address and I'll be grumpy about it in silence as I type.
Completely agree!!! I recently bought a game, which I do enjoy, but there was no explanation of what to do in case of a tie. It was very frustrating, when lo and behold, we ended up in a tie.
The tutorial system in Root is absolutely fantastic!
I can't believe not all games have something like this from now on.
Thanks for this video Tom!!! Huge source of frustration for me and my friends and bad rule books really make it harder to bring new players into the hobby... Incredibly useful advice for aspiring designers and publishers.
I think I screamed "AMEN" and passed out. I'm not sure what happened.
I'm glad Tom hit upon one of my biggest gripes with some rulebooks - not including the 'solo' components with all the other components. This is especially so as I'm not a big solo gamer, and so especially when I buy a game second hand I often overlook any rulebook just for solo play. And then I'm left wondering what on earth those 4 red tokens and random cards are for!
Great video, Tom! This perfectly illustrates what we're trying to do with Rulepop. I think our supplements check most of the items on your list. They have quick reference player aids, complete components lists, indexes, in-depth rules and everyone at the table can have a copy. Plus we can include nice things that a printed rulebook can't like links, keyword search, and dynamic rules settings.
Like other game components, it's included with the game, provided by the publisher, and at no extra cost to players. However, it's intangible - so it's often overlooked. What do you think about web-based rules supplements?
Excellent video! Made me think of a couple things for my own rulebook. Thank you!
One of the most unique rule books I've come across is from the game Atlantic Chase. It's written in conversation style. All the rule headings are questions a person would ask. "How do I do a Naval Search". Then it's explained as if someone was talking to you. And there's only one rule set per page. Page 15, for example, only talks about how to do X... and so on. Yes it makes for a thicker rule book but it still works well.
I don't upvote videos on YT often, but when I do it's something like this I can stand full heartedly behind
4:58 "Rules need to make sense in their order." - I need to shout out Spirit Island here because they actually provide multiple options on how to read the rulebook. If you read it start to end, it will give you setup, sequence of play and then concepts. But before all of that, the rulebook says that these 3 segments can be read in any order. I am a weird guy who prefers to learn concepts first and this little note at the start made this large rulebook a lot more digestible for me.
SI's rulebook is great. My only gripe is I wish the player aid was larger than card sized. As expansions have come out, it's gotten kind of silly - having to hand people like 8 cards as a player aid 😂
I don't have Spirit Island but I also like when a rulebook is in the order your mentioning and if it's going to go in more detail on something later it'll have a page # so you know where to go if you want to know more right away. sometimes I have questions while reading a rulebook and then later realize that it was explained elsewhere just not when/where I would have liked.
I enjoy games by MCG, but I feel like they write a rulebook, cut out every paragraph of it, dump those paragraphs in a giant bowl, pulling the paragraphs out randomly placing them in the end result rulebook in that chaotic random order. Swearing at the rulebook in the first reading and then looking for videos of playthroughs before attempting to play has become my tradition with them, and I unfortunately forget how frustrated I was when their next game comes out and then I remember as I'm swearing all over again.
I have to say I really don't like SI's rulebook. At least the German version.
It was good for learning the game, but it's near impossible to find anything during the game.
When I teach a game, I often make player aids that I laminate, for the other players to make the game play easier. They have been very appreciated by other players. I agree heartily with you on not assuming that game terms are known. Maybe someone purchases a game that's WAY over their head, but they just had to have it. Orthogonal was a good term to point out. I used that term and confused the heck out of my newer players. Also listing components is very important. You might not know something is missing in a larger game, if you don't have a listing of the components. This was a VERY important video! Thank you!
This is the best video you've done. Essential viewing for all publishers!
This is all so true. Publishers please take notice!
I just opened a copy of Winter Queen by CrowD Games. The presentation, including the artwork, is impressive. The components fit nicely into the well-designed box insert. The rules are clearly written and illustrated. Player-aid cards are provided for each player. Good job, CrowD Games!
I loved this video. Work for boardgames rulebooks, but also for any guide in this world
Great video Tom, agree with everything.
We just recently played Blueprints of Mad King Ludwig. They did a beautiful job of showing how the game is packed up, but some of the rules like how goal cards are linked to utility rooms probably wasn't presented in the clearest order x.x We didn't find the correlation until we were ready to score and that sucked.
YES!! Agree with all, publishers please!
Spot on Mr. Vasel! Preach it!
Great content, Tom!
The smaller the pages, the more pages are needed to cover the same number of rules. If your box is 24x24 inches, then that means you can use pages that are 24x24 inches, thus you need fewer pages, and sometimes having a larger page means you can include more detailed diagrams, or have more related rules right next to each other, so you don't have to flip between pages to see how these two rules interact. The size of a rule book shouldn't be an issue, so long as that book adequately explains the rules.
AMEN!
The numbered setup with an accompanying photo with corresponding numbers is super-helpful.
I agree on providing players with a starting deck or "for your first game" alternate setup, but PLEASE not the way Terra Mystica did it, which was to write the Setup section for your first game and later placing the rules for every game thereafter. A rulebook is both a teaching tool (your first game) and a regularly-consulted reference. It *is* challenging to write and organize the book for both purposes, but many games do that really well.
I think the 'New' edition does it better, as it seems to have both a 'learn how to play' book as well as a full reference book, but the original Through the Ages (which is what I've got) is pretty bad at this, first giving the Simple Game rules, then what's new in the Advanced Game, and finally what's in the Full Game. So you might need to look through three different sections to find what you're looking for. At least it comes with large player aids.
@@JorWat25 good to know. My copy of Terra Mystica is quite old now and I realize they may have improved the rule book. (Or maybe you are referring to Terra Nova or Age of Innovation?)
I really like the Through the Ages: A New Story of Civilization rule book. I have a recent copy of that one. That rule book has the thing Tom recommended showing you how to pack it up; that picture is a lifesaver.
@@StevenStJohn-kj9eb Ah, no, I meant the new version of Through the Ages is better than the original edition. I don't know anything about Terra Mystica.
Completely agree, Tom!!!!
Oh my gosh yes. So much yes.
It drives me nuts as someone who used to design packaging that there's not a packing guide for every game with an insert. If you designed it, you know what you're intending to go where!
I couldn't figure out how Wingspan was supposed to be organized because no matter how I set it up it didn't seem like there was the right number of containers for food and eggs. I messaged Stonemier and they told me there wasn't a planned setup and they hoped I figured it out. Yes, sometimes I do figure out how I want things, but I'd like to know the designers' plan at initial setup!
Yes Yes Yes Tom thank you for this ...amazing...publishers pay attention!!
Great video Tom !!!
OMG! Without a doubt, amazing plea! THANK YOU TOM!!! I couldn’t have said it better other than to say that you cannot over emphasize…. well EVERYTHING YOU SAID!
I was going to say index and player aids, then added back of book Iconography.. then added Comprehensive component guide in the beginning.. then realized… well EVERYTHING YOU SAID!!
I very much like this kind of video. Please do more :)
Great recommendations, all.
this video needs to be pinned in every game designers forum on the internet. as a professional manual and test procedure document writer for about a decade (in a different industry, but the skills translate nearly 1:1), all of Tom's points ring true. if i could add one thing, it would be this: HIRE A PROFESSIONAL PROOFREADER / EDITOR if possible. the comparatively small upfront cost is worth reducing the barrier of entry for your game, i promise.
(shameless plug: if you are in need of a proofreader / editor, feel free to reach out to me.)
Thank you Tom! We're taking notes for Natera: New Beginning!! :)
I'll look for it!
100% YES! And I say this especially as someone who enjoys reading the rules even more than playing the games.
Thanks for emphasizing the importance of a good rulebook. Several times I found myself in a situation where I decided the game was just ok. Lately, when I watched playthroughs on UA-cam and all of a sudden I realized that I missed a couple of rules that change a game a lot. After that, a game is getting good enough.
The plea is structured in the same way as the discussed rule books: rule hook-player aid-rule book-player aid-rule book.
Amen to the insert guide and player aide's for everyone!
Thank you! One of my biggest gripes is having a giant square rule book. I also very much dislike it when companies release their products and their respective expansions in different sized boxes and/or the fact that the expansions can't fit inside the main box. Why does the viticulture world board not fit in the essential box? All of the wingspan, tapestry, and scythe expansion boxes are all different sized boxes. Why?! This makes storage a nightmare.
So informative thank you
For player aids, my biggest pet peeve is when they are two sided. I always scan them in and print out extra copies so you can see both sides at the same time.
Great stuff. My 2 biggest pet peeves: the objective of a game is never to score the most points. I hate that as a stated objective. An objective might be to collect the most sets, or sell the best goods, or complete the most goal cards, or control the most territory, or go up the highest on tracks, or whatever. It's never to "score the most points." My second pet peeve, which you covered, is not being able to tell what deck is what. There's 5 decks of cards, 3 of them have the same backs, how the *heck* am I supposed to know what deck is what if you don't show me a (good) picture?? And honorable mention, which you also mentioned is, "at the beginning, draw 5 and choose 3," but we have NO basis for choosing yet.
I honestly miss the old alea rulebooks. They had the bar off to the right that had summary of key points. It was always my “refresh” rule read after I haven’t played in awhile.
I had a dream of being board rulebook writer. My friend who designs games and laughed in my face.
“No game company will ever pay you to do that.”
Dreams crushed.
Well said!!!