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Different Rule layout

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larienna
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Joined: 07/28/2008

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.

clearclaw
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Joined: 07/21/2008
Rules structure

The pattern I use is:

  1. Introduction (describe character of game and basic play-patterns)
  2. Contents/manifest (list of bits and quantities)
  3. Definitions/core concepts (if applicable)
  4. Setup
  5. Rules
    1. Game start (the first turn is often special)
    2. Turn structure (basic pattern of a player's turn)
    3. Player actions/choices
      1. Player action/choice details
    4. Details of supporting systems
    5. Game end
      1. Scoring
  6. Acknowledgements
Congressman
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Joined: 11/11/2008
Steal from the best

Copying the rules lay-outs of those who did a great job is the best way to go. Certainly there are many different directions, but why mess with success? Is there something about your current approach that doesn't work? Do you "playtest" your rules doc as a game component? What kind of feedback do you get?

Thompson

larienna
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Joined: 07/28/2008
No rule readtest yet

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.

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