A few principles that this founders:
-- Explaining minor points eats up words. Note that I didn't explain in detail the intracacies of the replenishment of the colony ship, nor did I delve into the rule that the number of discounts you can get from quarries varies by the "column" of the building on the central board (in fact, I didn't even mention the central board!). And in fact, I explained one rule incorrectly (the "spoilage" effect after shipping)! That's ok; these are not essential to understanding how gameplay works. Don't be afraid to gloss over stuff.
-- Give an overview, not an algorithm. Readers aren't trying to learn how to play your game, they're trying to see what is exciting and creative about it that makes it worthy of your vote. Detailed descriptions of setup algorithms, or rigorous accounting of when the discard pile is shuffled, etc, don't contribute much to this.
I'm going to give your method a shot, Jeff. Every month I swear I'm not going to write complete rules, and every month I end up sending in a rulebook -- usually chopped down to the point it resembles haiku (at least, according to Mike -- and I tend to agree).
Your guidelines will help immensely. It never occurred to me to write a "review" instead of a "rulebook".
And, speaking as one who has never yet come in under 800 words on the first draft, I'm definitely opposed to allowing more words. I need *more* discipline, not less...
:-)
K.
Yes ... I've had our GDS engineering staff working overtime to ensure that the floaters will float flat -- it's not a miracle ... just better living through science! ;-)
Also, the sinkers sink quickly, land flat, and are not easily jostled around while sitting on the bottom of the waterscape.
Man! Those engineers are great!
-Bryk