Hi all,
I had a question about what designers feel is too many pages for a Rulebook.
In my latest game (Tradewars - Homeworld), I am working on a 25 page Game Manual. The size of a page is about the size of a paperback book (the ones for under $10).
See the thing that I was *stuck* on was how to explain the game (since it seemed too large). Well I finally found a FORMAT that had a section entitled "Key Concepts & Terms" and all of a sudden the manual fell into place. Basically in that section I explain all the concepts of the game... This section occurs BEFORE the "Setup" and "Sequence of Play". So players first become familiar with the concepts in the game, then they can learn how to actually play the game.
15 pages (small pages - again) are dedicated to the various concepts of the game and then maybe 3 pages are for actual explanation of how the game is played. So the game is *average* on learning how to play but *heavy* on concepts in the game...
I was wondering if such a Game Manual sounds to be a reasonable size or not???
I wanted just to remind Designers that the game is a Deck-Building Game (DBG) akin to Dominion but very different in terms of game play. So there is a specific layout that has to be explained (how to place the cards, what are the different piles, where do you discard cards, where do you draw cards, etc.)
The explanation of the layout takes 2 out of 15 pages (so 13 pages of concepts)!
Note: Some of the concepts players of other games will be familiar such as "Resistance" and "Firepower", however the rules in how they are used are different.
It also explains the different types of Starships, how to *configure* them before launching them into space, two rules that must be followed, etc. Add to that the different types of cards (upgrade and others) in addition to explaining the various roles a player may choose on his turn. So it is pretty *jam-packed* with a lot of concepts (as you can see!)