Podcast
Questions and Answers
What term is often used interchangeably with components in board games?
What term is often used interchangeably with components in board games?
- Players
- Parts (correct)
- Rules
- Strategies
What is a recommended way to help players understand game objectives?
What is a recommended way to help players understand game objectives?
- Using player overview cards (correct)
- Encouraging players to figure it out themselves
- Providing extensive rule books
- Adding more game pieces
What is a common issue with video rules for games?
What is a common issue with video rules for games?
- They are often too short
- They are usually outdated
- They do not show all components
- They can be confusing (correct)
What is considered the most common problem with many game videos?
What is considered the most common problem with many game videos?
What is suggested for creating an effective how-to-play video for a game?
What is suggested for creating an effective how-to-play video for a game?
Why might some publishers not accept a game submission?
Why might some publishers not accept a game submission?
What is the cognitive psychology process mentioned as a solution to information overload?
What is the cognitive psychology process mentioned as a solution to information overload?
Which of the following is NOT a recommended practice for creating a how-to-play video?
Which of the following is NOT a recommended practice for creating a how-to-play video?
What is a major issue with large rule books according to the content?
What is a major issue with large rule books according to the content?
What should be included in a how-to-play video to improve viewer engagement?
What should be included in a how-to-play video to improve viewer engagement?
Which method is recommended for reducing the length of rule books?
Which method is recommended for reducing the length of rule books?
What is the suggested minimum page count for rule books due to printing limitations?
What is the suggested minimum page count for rule books due to printing limitations?
In the context of writing rule books, what is usually prioritized to enhance player experience?
In the context of writing rule books, what is usually prioritized to enhance player experience?
How should the content of rule books be structured for better understanding?
How should the content of rule books be structured for better understanding?
What factor should be considered regarding the physical size of a rule book?
What factor should be considered regarding the physical size of a rule book?
Which statement is true regarding writing style for rule books?
Which statement is true regarding writing style for rule books?
What is the purpose of chunking information in a rule book?
What is the purpose of chunking information in a rule book?
Which statement is an example of a command statement?
Which statement is an example of a command statement?
What advantage do illustrations in a rule book provide?
What advantage do illustrations in a rule book provide?
How can color-coding sections of a rule book assist players?
How can color-coding sections of a rule book assist players?
What is a primary feature of callouts in a rule book?
What is a primary feature of callouts in a rule book?
When is it most effective to use callouts in a rule book?
When is it most effective to use callouts in a rule book?
What is a key reason to avoid using passive voice in rule book instructions?
What is a key reason to avoid using passive voice in rule book instructions?
What is one potential outcome of relying solely on text explanations in a rule book?
What is one potential outcome of relying solely on text explanations in a rule book?
What is the primary purpose of player aids and rules printed on cards in gameplay?
What is the primary purpose of player aids and rules printed on cards in gameplay?
Which games are mentioned as having separate storybooks that enhance gameplay experience?
Which games are mentioned as having separate storybooks that enhance gameplay experience?
What should a game designer aim to do regarding the rule book during play?
What should a game designer aim to do regarding the rule book during play?
What does Zone 0 represent in the context of the Six Zones of Play?
What does Zone 0 represent in the context of the Six Zones of Play?
What is the function of Zone X in gameplay?
What is the function of Zone X in gameplay?
Why is it important to identify the zones in a game?
Why is it important to identify the zones in a game?
Which of the following best describes the ideal approach to writing game rules?
Which of the following best describes the ideal approach to writing game rules?
What is NOT a characteristic of gameplay components that should be considered by a designer?
What is NOT a characteristic of gameplay components that should be considered by a designer?
Which zone is primarily used for holding the most important cards or information?
Which zone is primarily used for holding the most important cards or information?
What is the role of the player's nondominant hand in gameplay?
What is the role of the player's nondominant hand in gameplay?
Which zone is personal to the player and typically includes their character sheet and resources?
Which zone is personal to the player and typically includes their character sheet and resources?
Which statement is true regarding the players' access to the tableau?
Which statement is true regarding the players' access to the tableau?
What should game designers avoid regarding the functions of the nondominant hand?
What should game designers avoid regarding the functions of the nondominant hand?
Zone 6 of play is dedicated to what?
Zone 6 of play is dedicated to what?
What is a critical function of Zone 1 in gameplay?
What is a critical function of Zone 1 in gameplay?
How do players typically navigate their hands during gameplay?
How do players typically navigate their hands during gameplay?
What is the primary purpose of including a list of components in a rule book?
What is the primary purpose of including a list of components in a rule book?
What should a strong introduction in a rule book aim to achieve?
What should a strong introduction in a rule book aim to achieve?
What is a suggested visual aid to enhance the list of components in a rule book?
What is a suggested visual aid to enhance the list of components in a rule book?
Which of the following is NOT typically included in a good rule book?
Which of the following is NOT typically included in a good rule book?
Why is it beneficial to show both the back and the front of a deck of cards in the component list?
Why is it beneficial to show both the back and the front of a deck of cards in the component list?
Which aspect of gameplay is emphasized by distinguishing between similar components like the encounter deck and the item deck?
Which aspect of gameplay is emphasized by distinguishing between similar components like the encounter deck and the item deck?
What aspect of callouts makes them particularly useful for players?
What aspect of callouts makes them particularly useful for players?
Which of the following is most likely to be included in a detailed sequence of play section?
Which of the following is most likely to be included in a detailed sequence of play section?
Flashcards
Game Components
Game Components
Physical objects used in playing a board game, such as pawns, cards, dice, or tokens.
Rule Book - One Reader Problem
Rule Book - One Reader Problem
The problem that only one player can read the rulebook at a time, leaving others confused.
Player Overview Cards
Player Overview Cards
Cards designed for each player to have their own copy, providing a quick reference to game objectives, actions, and key information.
Video Rules
Video Rules
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How-To-Play Video
How-To-Play Video
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Keep it Short (Video Length)
Keep it Short (Video Length)
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Clear Setup (Video)
Clear Setup (Video)
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Good Sound (Video)
Good Sound (Video)
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Chunking
Chunking
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Rule Book Succinctness
Rule Book Succinctness
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Rule Book Length
Rule Book Length
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Eliminating Unnecessary Content (Rule Book)
Eliminating Unnecessary Content (Rule Book)
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Page Limit (Rule Book)
Page Limit (Rule Book)
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Rule Book Size
Rule Book Size
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Succinct Mechanism Description
Succinct Mechanism Description
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Transparency (Game Development)
Transparency (Game Development)
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Dominant Hand (Zone 1)
Dominant Hand (Zone 1)
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Nondominant Hand (Zone 2)
Nondominant Hand (Zone 2)
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Tableau (Zone 3)
Tableau (Zone 3)
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Board/Shared Space (Zone 4)
Board/Shared Space (Zone 4)
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Sideboard (Zone 5)
Sideboard (Zone 5)
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Rule Book (Zone 6)
Rule Book (Zone 6)
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Zone 0: The Mind
Zone 0: The Mind
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Zone X: The Box
Zone X: The Box
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Six Zones of Play
Six Zones of Play
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Player Aid
Player Aid
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Minimize Rule Book Referencing
Minimize Rule Book Referencing
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Zones of Play: Proximity
Zones of Play: Proximity
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Bringing Activity Inward
Bringing Activity Inward
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Player Engagement
Player Engagement
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Chunking Information
Chunking Information
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Command Statements
Command Statements
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Pictures for Clarity
Pictures for Clarity
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Callouts for Quick Reference
Callouts for Quick Reference
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Dominant Hand
Dominant Hand
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Nondominant Hand
Nondominant Hand
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Tableau
Tableau
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Shared Space (Board, Dice, Cards)
Shared Space (Board, Dice, Cards)
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What is the Introduction's Role?
What is the Introduction's Role?
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What's the purpose of the Component List?
What's the purpose of the Component List?
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Why do players need a list of components?
Why do players need a list of components?
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What's the value of component visuals?
What's the value of component visuals?
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How does the component list impact the publisher?
How does the component list impact the publisher?
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What makes a component list more effective?
What makes a component list more effective?
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What is the Game Setup section about?
What is the Game Setup section about?
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What is the 'Goal of the Game' section for?
What is the 'Goal of the Game' section for?
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Study Notes
Components of Board Games
- Board games come with components, also called bits, parts, or pieces.
- A pawn is an example of a component that represents a player.
Problem with Rule Books
-
Problem #1: Single Reader
- Consider including player overview cards allowing other players to follow the game's main actions and objectives.
- Video rule explanations are also helpful and becoming increasingly necessary.
- Creating these videos requires the game designer to be a videographer and effective communicator.
- Video rules can be a necessary step in game submission to publishers.
-
Problem #2: Information Overload (Front-End)
- Some rulebooks are excessively long, causing delays in beginning gameplay.
- Chunking information (grouping into related parts) can solve this. Introduce a set of rules or sequence of actions, then move to the next related set.
-
Problem #3: Rule Book Length
- Long rulebooks are off-putting to players.
- Write concisely and succinctly.
- Consider editors to reduce rulebook length.
- Page count should be a multiple of 4.
- Physical size of the rule book matters (e.g., larger books need fewer pages).
- Some games may only need a single sheet of rules.
-
Problem #4: Edge Cases
- Rulebooks can't account for every possible situation (edge cases).
- Include a frequently asked questions (FAQ) section based on playtesting to handle these unforeseen scenarios.
Tricks for Writing Rule Books
-
Trick #1: Rules are stories.
- Rulebooks should be structured like stories with a beginning, middle, and end.
- The protagonist should be the player. Begin by explaining the player's perspective.
-
Trick #2: Use six zones of play.
- Zone 1: Player's dominant hand
- Zone 2: Player's nondominant hand
- Zone 3: Tableau (personal player space)
- Zone 4: Board/shared space
- Zone 5: Sideboard (secondary mechanisms)
- Zone 6: Rule book
-
Trick #3: Talk directly to the player.
- Use "you" language and present tense in your descriptions.
-
Trick #4: Use command statements.
- Use directive language (e.g., "Roll dice" instead of "Dice are rolled").
-
Trick #5: Include pictures.
- Visual aids are helpful for understanding gameplay.
-
Trick #6: Add callouts.
- Use sidebars or callouts to highlight rules related to specific elements or situations.
What Every Good Rule Book Needs
- Introduction
- Component list
- Game setup
- Game objectives
- General game play
- Detailed game play
- End-of-game procedure
- Credits
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