I made a ww2 game, I attached rules and event board to this post.
the game is inspired by a game called SAGA, you roll some dice and distribute the correct dice to events you can do in a turn.
I made a ww2 game, I attached rules and event board to this post.
the game is inspired by a game called SAGA, you roll some dice and distribute the correct dice to events you can do in a turn.
You never saw individual soldiers being attacked?
True that it is rare. Very rare. I never noticed this since I have this concept all the time.
I am sure there are more games out there.
Any way. I am curious. But have had not the time to read the rules yet. At first glance, it seems there isn't much order in the rules. It looks more like a scrap together. I assume complete scrapped together, aka, the game is complete yet not orderly displayed.
Try something else then txt files. Have title's and such.
Don't use numbers. It makes the rules look chaotic actually. Unless you have something along the lines of "3 things need to be checked" before something else can be done. Or "3 things need to be done" after a check. Stuff like that.
Knowing the rules yourself. They are easy to understand. But try to think from a newb point of view. Will the rules still be clear?
Sometimes a rule needs a history of other rules before a player can even understand. So the positions of rules is very important.
Further, if the rules need to be combined with other rules for the complete mechanic. Then it is much harder to learn than when each rule can be followed individual.
Especially when someone needs some time to understand a part of it first. If you have a situation like in the quote above. Tell readers where to find the next part of that rule.
Txt format is fine. One of the most portable options and most readable on a phone. Also nice to edit and version control. My rules in development are always plain text (but some light mark-up like org or markdown is useful).
A spell-checker and corrected use of letter cases would help. And like pointed out already the rules are confusing. I have no idea how things work, and the various limits on things seem perfectly arbitrary (e.g. 6 soldiers in squad). Maybe they make sense in the full rules.
Would recommend that vehicles are cut and various other things removed or simplified until the basics work. Focus on making s small simple scenario work and document it before trying to make something generic that could be anything.
As presented, other than being difficult to understand, a lot is left to the players to turn it into a game. How can that compete with other more specific games?
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thanks for the pointers, I shall write the rules up better.