I was currently writting the rules of my game to realised that my rule layout looked closed to fantasy flight games layout which mean:
- show and explain the component
- expalin the setup process
- explain the turn order and all actions done during the turn
- Other rules which are not in turn order (ex: combat resolution)
- Vicotry condition, end game
- reference information.
Now, I was wondering, is there a another good approach to write the rules of a game which does not follow exactly this layout.
There was no rule read test yet since they are preliminary rules, but I was just wondering how people could manage to explain a game. I have a lot of games, so I could always make the inventory of their rule layout and compare them.
The only problem I see with fantasy flight layout is for: "other rules"
Since the turn order and other rules are slitted, it sometimes seems confusing and chaotic to follow. Especially for the arkham horror rules where there is a lot of "other rules" since there is few elements attatched the the turn order.
There is also war games who number their rules for easier reference. (ex: look at rule 1.2.4)
There could also be the tutorial approach where you gradually increase the amount of things you learn. But in the end you still need a real rulebook for reference.
Some have basic rule section and an advanced rule section, so that some elements get repeated.