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Examples in rules (when is it enough?)

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dr_Edge69
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Joined: 12/31/1969

I'm writing the rules for the game i am presenting in de bgw, and i'm wondering, if giving example for each mechanism of the game is too much.

I'm struggling with the will to have short rules and the will to be clear.

I know that some game rules use example on the side of the page for each topics of the rule, is it too much?

I'm wondering which kind of rules do you prefer :

Mixing example with the subject of mechanism or a particular part of the rules is all about an example of play?

Anonymous
Examples in rules (when is it enough?)

I prefer examples on the side, so they do not interrupt the flow of the rules. Show at least one simple example, and one fairly complex example. Use as many different elements in each example as will comfortably fit, and try to cover all the various situations.

For example, say your game has different types of pieces, and each has varying ways to move. Show one close-up of the board with 2-3 pieces being moved in a normal manner. Show another close-up of the board with 2-3 pieces being moved with interactions or complex behavior.

It's also really nice if the examples are photos of the actual board and pieces, with overlaying graphics as necessary to show movement, etc.

FastLearner
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Joined: 12/31/1969
Examples in rules (when is it enough?)

Examples have a super-power: they can explain the application of a rule (or more commonly multiple rules) in a way that the rule itself cannot, at least not without overburdening the rule.

I find it quite common that I might have 3 fairly simple rules that I write out, and then realize that there's one kind of exception about how they fit together where I could add 2 sentences to each rule, complicating them and making them much harder to understand on the first readthrough, or I could just write a short example after them that shows you just what to do, eliminating the ambiguity without complicating the rules.

-- Matthew

dr_Edge69
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Joined: 12/31/1969
Examples in rules (when is it enough?)

Thanks for the advice i'll try to put some simple exemple and some pictures too :)

i think it would really make my explanation easier to write :) i'm already 6 pages of rules hope it's not too much

Anonymous
Examples in rules (when is it enough?)

There's nothing that says you can't have 2 sets of rules ... quick play and detailed.

Many games use this because they realize there are those who "grasp" the mechanics quickly and others who need things explained more fully.

Chris.....a.k.a. Smorgy

rkalajian
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Joined: 12/31/1969
Examples in rules (when is it enough?)

I'm a big fan of "Quick Start" rules. They're perfect for setting up, starting the game, and getting on with things. If there is ever something i'm not sure of then the regular rules come in handy.

This also depends on the game mind you. A very complex game might not be able to take advantage of quick start rules very well. You could end up with regular rules and "oh my god did a rocket scientist write this damn game or something?" rules. :)

Anonymous
Examples in rules (when is it enough?)

I also enjoy the "Quick Start" rules option. It is great to be able to just read a short get-you-up-and-running section and then be able to have a more in-depth reference-type section that you can use when a question about the rules comes up. One thing i've seen and really enjoyed is the thing that Eagle Games has where they have an online FAQ that answers quirkyness of rules and even proposes fixes to areas that have turned out to be kinda weak.

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