I thought TI3 was not bad. I think that's all I've bought from them, though.
Darn Rulebook!
What others have said before me about the structure of a good rulebook definitely applies. It's not enough to write well and clearly - the order in which you introduce concepts is critical. Before you even start describing the phases of a turn your player must already understand the theme, the objective, the winning conditions, and be able to recognize all of the components by name. Usually you may assume the players will understand basic concepts like "taking turns" and "drawing a card from the deck", but if you are in any doubt go ahead and define your terms the moment they are introduced in the rules. Whenever the concept comes up again, you may wish to cross-reference it with its original definition (ie: "see section 4.3 for details"). A mark of a good rulebook is that it can be read all out-of-order and still make sense.
As an amateur rulebook-writer, but especially as a rulebook-reader, I am a big fan of sidebars and notes written in the margins of the rules. These follow the text of the main rules, and supplement the rules. They may clarify rules that are unusual and potentially confusing, discuss practical applications of these rules, explain their meaning, or just add flavor to an otherwise bland rulebook. Obviously you can go overboard with this, but used sparingly marginal notes strengthen the players' understanding of the rules, by explaining not only what the rules are but why they are that way and what all that means. It is the best safeguard against early misconceptions and "rules-lawyering" - if players respect and understand the intent of a rule, there will be less confusion later than if they only understood the mechanics of it.
I used to include a "strategy tips" section to all my rulebooks. Now I use a sidebar to communicate the same information. An advantage to this approach is that the tips now follow the rules in a clear and logical way. In addition, the strategy tips encourage players to think about the rules in a new way. The result is that games play more smoothly and misconceptions about the rules are quickly corrected.
might be of interest: http://www.bgdf.com/node/608
In particular, it links to a couple of 'templates' for rules:
http://www.boardgamenews.com/index.php/boardgamenews/comments/frank_bran...
Hey, I found something.
I was trying to write up some mock rules for my own design and got frustrated at the sheer size of the rulebook (for a game that I consider to be fairly simple), and I decided to pull out my rulebooks for Catan and Carcassonne.
Carcassonne is fairly cut-and-dry, and follows most of the outlines that we describe here in a 4-page rulebook (with a double-sided reference sheet).
However, Catan has four pages of "Basic Rules," followed by the Almanac. The basic rules follow closer to our outlines, but the almanac is a massive mish-mash of details, and is really where the complexity exists.
Maybe THIS is the way that we should be writing Euro-game rulebooks.
DON'T FORGET THIS: http://en.wikipedia.org/wiki/Essen_Feather
Does anyone know if the Feather is still awarded?
Traz, I think you should refrain from posting single pages from now on. We have given you the weapons to make a rough draft rulebook, and your challenge now is to complete it.
The next thing you should be posting for a critique is a full draft of the rules. We can start looking on rulebook overhauls once that happens...right now we're just getting details.
As it turns out - most all of the details are in the two pages marked OVERVIEW A and OVERVIEW B. As I've gone back to the beginning, checked my layout with other rulebooks, and am slowly getting more comfortable with rewriting the rules, I think that I'm probably going to keep the two pages [re]labeled here as OVERVIEW A/B, albeit with a few minor changes. If you'll print those two pages out, you basically have most of the game in a nutshell.
I started out here asking for suggestions, and the best I got was to write the way I explain it, and that's what I'm doing. It was awkward at first, but it's getting better.
Not easier. Better.
If anything it's getting harder as I approach the meatier parts, but getting the easier parts to look so darn good is giving me confidence. What I'm concerned about is getting too far ahead of myself. I appreciate the feedback AS I GO ALONG, because it keeps me from having to backtrack so much.
In 10th grade I was in a 12th grade English class. The teacher was great, almost everyone loved him, but he had a very abstract way of thinking and teaching that, even in my off-center high school, was out of the norm. He had been there for 30 years though, kicking ass the whole time. Every year, one entire month of the class was set aside for a basic assignment: write a two page essay on a short story he assigns, with 2 days notice.
Every school day. For a month.
As grueling as writing over 20 essays in four weeks was, EVERYONE in the class was now ready for bullshit writing in college, and that was the point. I rode that bullshit train all the way to a Bachelor's degree, getting high marks writing about practically nothing. I consider this "bullshit" writing because all it was there for was to impress/trick a teacher into giving me a high grade, without doing much real work. My papers took minutes and hours to complete, not days or weeks.
Where I have a mental formula on writing essays, I don't on rulewriting (yet). If this changes, I'll let you know.
The moral of this story is: RULEWRITING IS NOT FAST WORK, and even I have trouble with it. It is informative writing (as opposed to extrapolative or argumenative), and therefore commands greater respect and more time.
Two things I hope for at the end of this - First, that those of you out there working on your own games will take heart that if Chester can do it - you can too! Second, I hope seeing the process unfold will help you see that this part of game design which we all sort of take for granted is just as important in your presentation / pitch as your finished design is. That was not a lesson I was expecting to learn - but I'm glad I did.
Enjoy the ride kids!
Like I said before, your plight here led me to start serious work on my game's rulebook (even though the design is not quite complete), and it's kicking my ass just as well as yours.
Do you have this as a word doc?
simpson
Well, I told you the next thing to post is a full-and-complete rulebook, so I'm waiting for that.
Does BGDF allow you to post a multi-page PDF? If so, that's what you should post when everything is done. "PDFCreator" is an app that should help you here.
Alright, when it's done maybe you should host it on mediafire or imageshack then. Jpegs suck.
I'd give you feedback but looking at 10+ individual jpegs is getting tedious. Do you have the WIP in a word doc to look at? It would be easier for editing notes too.
simpson
Have the rulebook as a doc or even a pdf. Then you can email it. JPEGs are hard to red pen for editing.
sidenote:
PNG is a lossless image format file, like JPEG or GIF but higher quality.
simpson
PNGs are fantastic.
They are image files. They are not what we want.
I don't necessarily want a pdf, but a PDF sure seems like the best way to do it. After all, there ARE free filesharing sites all over the internet (mediafire, imageshack), so don't sell yourself short just because BGDF can't handle anything higher than a bitmap derivative.
I've redone pg 2 as the SET UP page. I gave up trying to do it as a word document and just did it all as a Photoshop file. I think it came out all right - now on to the hard stuff!