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Making games with one 1 page of rules

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larienna
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Just a weird idea that poped to my mind.

In order to make games simple and accessible while remaining deep. I was thinking in forcing myself to have a simple 1 page rulebook. And if the book get's too big it's a proof that it's too complex.

By 1 page, it's not necessarily the final print of the rules that are 1 page, but rather the prototype version of the rules that are 1 page, RV from the setup to the game end. (excludes components, scenarios, etc)

Not sure if it could be an interesting restriction to deal with. Is it too much artificial? Of course, you can change font size to cheat, but it's really just a rule of thumb for yourself. As the real rule book with illustrations will have a few more pages.

It reminds me of older games that came with a single page of rules.

Jay103
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I think favoring brevity over

I think favoring brevity over clarity isn't necessarily a good thing. Even at the prototype stage, you need things to be understandable.

Now, Keep Your Rules Simple is still totally something I'll get behind. And your guideline will certainly knock out every 4X-type game...

Warklaxon
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When I first start a game, I limit myself to one page.

It’s a great exercise to communicate as simply as possible in an understandable timeframe.

I also use the rule of three to help people remember things.

Older games have it correct, most non-gamers will not play a game with a huge rule book due to the intimidation factor. Keep your board market share high.

tikey
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I don't know about

I don't know about boardgames, but if you want an RPG example Lasers and feelings does a great job of being a "one page" rulebook.
http://www.onesevendesign.com/laserfeelings/

I've been saving it to try as an introduction RPG for non-gamers.

Jay103
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tikey wrote:I don't know

tikey wrote:
I don't know about boardgames, but if you want an RPG example Lasers and feelings does a great job of being a "one page" rulebook.
http://www.onesevendesign.com/laserfeelings/

I've been saving it to try as an introduction RPG for non-gamers.


Wow, that's pretty brief.

It looks like it requires a very experienced GM, though.

questccg
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Personally I have been listening to the Liberty Podcast

http://www.libertyendures.libsyn.com/

Specifically Liberty Vigilance (entry 1 and 2 so far). It's a SCI-FI theme and they are looking into the disappearance of an agent. The voice overs are REAL good... The DM/Narrator has a real great voice for explaining the settings to the players and the audience.

Just figured I'd share. I got the reference from a TW Backer... Who actually understands my plight in editing and making all of the cards for TW and the manufacturer.

It's like police/detectives in a futuristic setting!

Note #1: And about the topic (1 Page)... I usually use only about 1 or 2 pages in Notepad and jot down my ideas (.TXT files)... But I find that although it's easy for ME to understand, writing rules is always more comprehensive and allows players to better understand how to play the game. TBH my 1-2 pages usually blow up into 10-12 pages!

lewpuls
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Game, nit rules

Focus on making the game simple. The rules can then be simple, too. But one page is very tricky.

Too-Concise rules can become Incomplete or Incomprehensible
https://youtu.be/uH3mdXkrOA8

Short, deep gameplay, simple: you can have two out of three.
https://youtu.be/gXKVQQpnRwc

larienna
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Joined: 07/28/2008
There is a game that comes to

There is a game that comes to my mind: "Lumis". It's very simple and very elegant. It focus on a single experience and does it well. It has just enough.

But it's now always easy to know if your game has too much or not enough. I thought that the 1 page could serve as a rule of thumb.

Lovac
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Joined: 03/02/2017
I have a new proto, it's a

I have a new proto, it's a little abstract game and rules are 1 page only :).

In another game, which is a bit more complex than king of tokyo maybe, rules are 1 A4 page. With setup and few images it's 2 pages :D

larienna
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Joined: 07/28/2008
The general idea was to make

The general idea was to make games accessible for the common of mortal that focus on a single Experience. I played recently "Jok-R-Rummy" and it's just an example of game with very simple rules.

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