A Plea to Publishers - with Tom Vasel

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  • Опубликовано: 1 июл 2024
  • Tom Vasel makes a plea to board game publishers (or those who hope to be someday) to make gamer's lives easier!
    0:00 Intro
    1:28 A Plea to Publishers
    2:50 Player Aids
    3:50 Rule Books
    9:34 Make It Easy on Us
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Комментарии • 508

  • @SugaryCoyote
    @SugaryCoyote 4 месяца назад +153

    For the amount of money we pay for board games, no complex game should ever NOT include a glossary of terms at the back with short explanations all in one place. "What is the RECUPERATION phase, again?" "If a unit has the ANNIHILATION trait can they attack a unit with UNDAUNTED?"

    • @steverigatones7264
      @steverigatones7264 4 месяца назад +3

      Great point. I’m often looking for these and applying that logic to figure out other ambiguous rules. Well if A means this here then it should apply the same logic here… wait…

    • @VJMorph
      @VJMorph 4 месяца назад +2

      Why the double negative? You’re talking about making things easier for ppl ffs.

    • @SugaryCoyote
      @SugaryCoyote 4 месяца назад +9

      @VJMorph I never don't not want to make it confusing

    • @RyanPST88
      @RyanPST88 4 месяца назад +2

      TBF board games aren't that expensive and perfecting rules == time == a person == money.
      To point at other hobbies. Most board games cost the same as 1 box of 5-10 Warhammer miniatures (in a game where you need 10 boxes for an army) or they cost less than half of 1 golf club, etc. They often cost less and close to half of a brand new video game.
      Boardgames is a relatively cheap hobby in comparison to plenty of other common hobbies out there.

    • @SugaryCoyote
      @SugaryCoyote 4 месяца назад +3

      @@RyanPST88 Are you really using Warhammer as a value comparison? Porsche demolition derbies are cheap compared to Warhammer.

  • @joannahayes2009
    @joannahayes2009 4 месяца назад +284

    Maybe there should be a new yearly Dice Tower award for Best Rulebook of the Year for a few years to encourage improvement in this area. As Tom said there are some fantastic examples, so let’s encourage them!

    • @DanaParedes
      @DanaParedes 4 месяца назад +10

      love this idea!

    • @VJMorph
      @VJMorph 4 месяца назад +5

      100%

    • @iceofswords
      @iceofswords 4 месяца назад +4

      Great idea!

    • @Mr_Stone1
      @Mr_Stone1 4 месяца назад +7

      Most reviews don't even cover the quality of the rulebook, I'd suggest to grade the player support material for each game in every review.

    • @VillainCollector1
      @VillainCollector1 4 месяца назад

      Definitely like this

  • @WatchItPlayed
    @WatchItPlayed 4 месяца назад +61

    This would be a worthy checklist before any game goes to publication. Every one of these suggestions will make your game a better experience.

  • @Tr3yWill
    @Tr3yWill 4 месяца назад +50

    As someone who regularly teaches games, I love when I can teach the whole game using just the player aid as reference.

  • @ludwigvan2932
    @ludwigvan2932 4 месяца назад +79

    Every rulebook complaint I've ever had and more. Excellent video.

    • @DJ-mz7td
      @DJ-mz7td 4 месяца назад

      These points are better than the ten commandments!

  • @johnunderwood4953
    @johnunderwood4953 4 месяца назад +31

    Excellent points!
    To publishers: Rule books are technical manuals. Find a technical writer, and have them compile/edit your rule set.

    • @vm1776
      @vm1776 4 месяца назад +4

      Yes, and when we complain about a rulebook to a publisher, don't tell us, "well the rulebook for game C was written by the same writer as the one who wrote our game A and B" As I'm thinking, game A's rulebook received criticism but I found not bad and game B's rulebook I had criticized when it came out and it was so bad that the publisher had the rulebook revised and made available digitally a month after the Kickstarter backers received their copy of the game. Yeah, game C is a game I backed on Kickstarter and received since New Year in which I couldn't figure out how to get it to the table until the publisher answered some questions in the forum about setup. I think the marketing department makes the rulebooks instead of technical writers. Publishers, No Excuses!

    • @beerman2000
      @beerman2000 4 месяца назад +2

      Funny enough the rulebook for Tenares is exactly like a tech manual. It's strange at first, but makes looking ANYTHING up a snap.

    • @weatherupstairs4814
      @weatherupstairs4814 4 месяца назад +2

      Yes, if a publisher can't explain their own game clearly, then they really don't understand it from the player's perspective. Having the game designer write their own rulebook is not a great idea, because it centers everything on the designer's assumptions.
      For example, in movie production, the saying is that a film is made three times: first written, then directed, and finally edited. It should be the same given the collaborative nature of board games: first designed, then tested, and lastly explained.
      Do not assume that design explanations during the development process equal a set of rules. Treating a rulebook as a technical document is not as simple as proofreading and smoothing ad hoc test notes.

    • @munchcat
      @munchcat 4 месяца назад +1

      This -.- So much this. I came from writing fiction into write games and learned the hard way just how much of a different set of tools it is. Two years later, I'm still learning.

    • @commandercaptain4664
      @commandercaptain4664 3 месяца назад

      It don't get no mo' technical manual than Star Fleet Battles. The problem rises when whiners complain about not having evocative art (diagrams being the exception) along with their rules to help them "imagine" what gameplay should feel like instead of, I dunno, playing the game.

  • @SanjuroSan
    @SanjuroSan 4 месяца назад +69

    What do we want?
    Reference sheets
    When do we want them?
    Now!

  • @namelessfire
    @namelessfire 4 месяца назад +11

    I love it when a rulebook not only tells you exactly HOW to do something, but also WHY you would want to do it. Cthulhu Wars is a great example of this (and every other point Tom made).

    • @SebastianZarzycki
      @SebastianZarzycki 4 месяца назад

      Exactly. This is actually the place where you should treat your consumers as human beings, thinking people. Answer any questions, be ahead of any doubts, basically sit in their heads and strike first. I love a rulebook that does that because I know that the writer respects the reader.

    • @scottdebrestian9875
      @scottdebrestian9875 4 месяца назад

      Lots of players will complain, vocally, if you include 'spoilers' in the game, though.

    • @commandercaptain4664
      @commandercaptain4664 3 месяца назад

      I have a ton of RPG books and I read the "Intro to RPG" chapter with everyone, because I want to know how the designer approached a game (plus it's fun for me, leeme lone!).

  • @fluxcapacitor007
    @fluxcapacitor007 4 месяца назад +7

    Fantastic video but imo you left out the MOST IMPORTANT THING. Publishers... please... when you playtest your games... never never TEACH your playtesters how to play. ALWAYS give them the game while you sit in the corner SILENTLY taking notes as you WATCH them try to use your rulebook to learn the game ON THEIR OWN. Consumers do not have you sitting with us teaching us how to play. Your playtesters shouldn't either. Find out what confuses people about your rulebook BEFORE it goes to market.

  • @samt9387
    @samt9387 4 месяца назад +22

    The odd shaped rulebook for the giant large box is just the worst lol! WHY??!?! I agree with all of these points. Let's go publishers, establish best practices! Great vid 👍

    • @VJMorph
      @VJMorph 4 месяца назад +4

      Rule books in standard sizes (A4, A5, etc)

    • @digitaldemigod
      @digitaldemigod 4 месяца назад

      Nothing beats having to drag a bar stool over to the table to put a ginormous rule book on because the game already takes up 99% of the table.

    • @boardgamecircus
      @boardgamecircus 4 месяца назад

      It’s interesting to read this again and again. It will certainly have an effect on how I see this. As a media designer I was of the faction that appreciates the extra space in these rulebooks. You could, for instance, use A4/letter with for the rules and the remaining third(?) for examples or a rules summary. But I do get that some people find them just too big for their tables.

  • @dashalpha
    @dashalpha 4 месяца назад +28

    as just a casual board/card/dice gamer I appreciate this. My wife will play a game with me if I ask and we very rarely play as a family with our boys. So a huge hurdle for me/us is that I not only have to learn and understand how to play a game but also well enough to explain it to my family, *then* hope that we actually do play it before I forget and have to re-learn it! The last thing I want to have to do is take 30 min to learn a game after my family actually agrees to play something and hope they still want to play 30 min later!

    • @metal_helm
      @metal_helm 4 месяца назад +1

      absolutely. I played Arkham Horror with my wife and she was so bored when I was constantly trying to look up rules that she said she's never play it again. Learned from that mistake.

    • @commandercaptain4664
      @commandercaptain4664 3 месяца назад

      Quickstart rules help a lot, for either those who want to start playing right away or for those who have played and need a refresher.

  • @plegge11
    @plegge11 4 месяца назад +49

    Top ten rulebooks?

    • @refreshdaemon
      @refreshdaemon 4 месяца назад +3

      Probably not worth one of the long everybody chimes in videos, but Tom doing a standalone 10 minute top 10 rulebooks video would be instructive.

    • @chrisw942
      @chrisw942 4 месяца назад

      Star Wars Outer Rim has a great rulebook!

    • @speedandstyletony
      @speedandstyletony 4 месяца назад +2

      The new version of Ra would be apparently, since they used it multiple times in this video.

    • @iceofswords
      @iceofswords 4 месяца назад +1

      I think a top ten with 3 presenters would totally work! Highlighting the strong points of their picks, giving credit to publishers who do it right, pointing inexperienced 'gamers' to easy-to-learn games would be great!

    • @FrancoisLandryCorbin
      @FrancoisLandryCorbin 4 месяца назад +2

      I would love a Top10 rule books video.

  • @SoloBoardGamingKnight
    @SoloBoardGamingKnight 4 месяца назад +23

    A useful box insert is INCREDIBLY overlooked many times. Yes, a well written rulebook is very important (crucial) but also being able to store your very expensive game properly is very important.

    • @vm1776
      @vm1776 4 месяца назад

      I like when there's instructions on how to get those puzzles back into their inserts and boxes and when those instructions fit on a page that can sit in the top of the box or be attached to the inside of the box lid.
      Unfortunately the instructions rarely exist and my kids don't attempt to put games back because they say it takes longer to get them back in the box than to play them. Fair point, but ...

    • @robertdascoli949
      @robertdascoli949 4 месяца назад

      My God, the amount of times I spent over $100 on a game and they couldn't give me 10 cents worth of extra plastic bags to store the pieces in!

    • @palacsintaz
      @palacsintaz 4 месяца назад

      It has to be well designed though. A bad insert is worse than no insert especially when it makes the box much larger than it needs to be. I'd say that more 50% of the inserts that came with my games ended up in the recycling bin.
      A good insert should not just store the components in some random arrangement but should help with setup and even during the game if possible.

    • @BG_44
      @BG_44 4 месяца назад

      Inserts go straight into the trash.

  • @jacobstein5678
    @jacobstein5678 4 месяца назад +11

    Such a great video. I hope it becomes a trend for publishers to make their game and then watch this before hitting print. All of this covered? Yes. Great let's print.

  • @joshuaperham3045
    @joshuaperham3045 4 месяца назад +8

    Player aids should always include an outline of turn and round structure. Players should not have to flip back through the rulebook all the time to make sure they aren't missing any steps.

    • @VaultBoy13
      @VaultBoy13 4 месяца назад +2

      And, if an expansion alters the turn, round, or adds new icon/terms, then put new player aids in the expansion.

  • @GarlyleWilds
    @GarlyleWilds 4 месяца назад +12

    An extra tip that's often passed around the TCG community about rulebooks, that I think also is very valuable for board games: *Explain how a player wins the game early* - usually either as the first thing, or right after the setup is recommended there. "What am I aiming to do" is the context that makes the rules make sense, and gives you a direction for your actions in games.

    • @iceofswords
      @iceofswords 4 месяца назад +1

      I second that! Simon Sinek has a great video about 'start with why', I think that could totally be applied here too.

    • @boardgamecircus
      @boardgamecircus 4 месяца назад +1

      Yep. That’s also how many people prefer a fake to be taught. Tell me how I am winning it, then tell me how to do that.

    • @scottdebrestian9875
      @scottdebrestian9875 4 месяца назад

      Other players really want a manual that follows the sequence of play, though, and checking to see who won comes at the end of the game.

    • @saluk7419
      @saluk7419 4 месяца назад

      @@scottdebrestian9875 You can do both. There should be a page or two which summarizes the basics - how do I win, what are my main decisions during the turn, how is the rest of the game structured (rounds, phases etc), and then the detailed flow comes after that following the order of play.

  • @DarkPhoenix1515
    @DarkPhoenix1515 4 месяца назад +12

    This is one of the reasons I love stonemaier games. They pay attention to all these details.

    • @Okhi_Zumi
      @Okhi_Zumi 4 месяца назад +1

      Stonemaier has some of the best rulebooks and player aids out there.

    • @richardclark2069
      @richardclark2069 4 месяца назад +1

      Agreed

  • @chrisfell2621
    @chrisfell2621 4 месяца назад +7

    I really hope publishers take these recommendations to heart.

  • @dannylutz194
    @dannylutz194 4 месяца назад +6

    Also, with components, call them the same thing throughout rulebook!

  • @donnieinman8049
    @donnieinman8049 4 месяца назад +10

    Tom spitting facts. The Kickstarter components drive me nuts. So many times I'm just staring at some cards or tokens trying to figure out what the heck they are and I end up having to go to the Kickstarter page to figure out what they're for or how to use them.

    • @vm1776
      @vm1776 4 месяца назад

      Yes, and also when I receive a game that didn't come from Kickstarter but the manual shows the Kickstarter components and not the components that I have. Or as one came this week, which did come from crowdfunding and the manual showed the retail components but not the components that I had, so I'm trying to organize it looking for components that don't exist in my copy and some of the pictures of gameplay and setup were clearly from the early design phase looking very different than the finished product. That stuff makes me think of what I would say if my child showed me a clearly half finished project and told me they were ready to turn it in to their teacher.

    • @littlekong7685
      @littlekong7685 4 месяца назад

      I was fortunate to be able to play a demo version of a kickstarter game I was looking at. The manual had glossy black writing on a mat black background, no glossary, refused to even use standardized terms (What the hell is the "kick" player and why do they go before the "tree" player?), and the "exclusive prototype pieces" had nothing to do with the art on the rest of the game (I guess they had a few artists, each with their own interpretations).

  • @Jagkt
    @Jagkt 4 месяца назад +9

    Wow! Great video! Many many excellent points. Also, When a game is complexe enough, I really appreciate when there is a Glossary for all the key words, and also an Icons reference sheet. Those 2 are often very helpfull.

    • @joerihessels8230
      @joerihessels8230 4 месяца назад +1

      A glossary is great, as long as there are no rules hidden there :)

  • @JohnSebastienTaylor
    @JohnSebastienTaylor 4 месяца назад +10

    These are all great recommendations and I heartily agree with all of them. The other day I gave a talk about a introduction to modern board gaming and had a slide explaining that rule books are often terrible so check out RUclips videos in those cases to get a baseline understanding before rereading the manual. And just to emphasize how right Tom is here, a lot of people then instantly started commenting about their issues with rule books, and how painful they often are.
    Also call out to the Art Project rule book which uses tabs to make it even more accessible.

  • @troygillespie
    @troygillespie 4 месяца назад +15

    Great segment, Tom!

  • @DiegoDeschain
    @DiegoDeschain 4 месяца назад +14

    This. 1000 times this. I have games, that I know are great games, that are nevertheless gathering dust on the shelf for years now, because they are so freaking frustrating to play because of bad and/or incomplete rulebooks. Looking at you, Cry Havoc. Game is sick, but I've lost count of how many stuff I had to look up online back when I was playing it. Now that it's been quite a while since I've played it, I just can't gather the courage to start playing again, knowing I'll have to look all those edge cases and interactions between the factions, that are simply not in the rulebook.

    • @salmonblox
      @salmonblox 4 месяца назад

      Portal game?

    • @DiegoDeschain
      @DiegoDeschain 4 месяца назад +1

      @@salmonblox yes. Great game, terrible rulebook. You would not believe how many times you have to stop to check something out online because of weird interactions between the various abilities of the asymmetric factions.

    • @salmonblox
      @salmonblox 4 месяца назад +1

      @@DiegoDeschain I would believe it a little bit, as I have had similar experiences with other Portal games, ha ha. I like their games but their rulebooks are a chore to get through sometimes. Empires of the North was a refreshing departure from that

  • @luckbfern
    @luckbfern 4 месяца назад +1

    I will often sharpie setup details on my game boards or the box (e.g. starting resources, hand size, Etc.) so I don’t have to skim the rules to remember. I love when the details are in the board. Nice to have on a player aid also.

  • @TeamCGS2005
    @TeamCGS2005 4 месяца назад +5

    Nice one Tom. I've always said that making a good rulebook is an art in itself.

  • @ultimate-voyage
    @ultimate-voyage 4 месяца назад

    Thank you so much for making this video. Exactly what I need now.

  • @arkdeniz
    @arkdeniz 4 месяца назад +2

    Put the ‘how to win’ section at the start of the rulebook.
    Being told up front that you win by scoring points in XYZ ways means that you will pay attention to the bits of the rules that tell you how to do XYZ.
    Leaving the ‘how to win’ to the back makes it more likely you’ll miss that.
    (For a bonus: give an approximate breakdown of typical scoring. If you will get the bulk of your points from doing X, and only a few points from Y, tell us so we don’t waste the first game doing too much Y)

  • @T3R3NC36
    @T3R3NC36 4 месяца назад +1

    Thank you, Tom, for this clear and concise video. It needed to be said. Hopefully the publishers will listen and start making an effort.
    I've had a conversation with a "Spiel des Jahres" Judge about the game "Dice Forge" back in 2018.
    He told me, that it would have deserved to get a nomination, but because the rule book was so bad it was eliminated in the early stages of the selection process.
    Can you imagine how many more games the publisher would have sold, if only they had bothered to make the rule book as good as the gameplay?

  • @a-c-m
    @a-c-m 4 месяца назад +3

    Awesome video & a great contribution ! Let‘s all hope that publishers view this video and actually listen…

  • @davio14
    @davio14 4 месяца назад

    I like it when games have a quickstart guide that gets you playing faster and introduces rules along the way. Ideal for children or less patient players who don't want to sit there for an hour while you explain all the rules before they can start playing.

  • @Forcefalcon77
    @Forcefalcon77 4 месяца назад +1

    I really hope ALL publishers watch this video and learn from it!

  • @user-js7ht4kz2x
    @user-js7ht4kz2x 4 месяца назад +2

    My personal comment to publishers:
    Do NOT watch this video looking for some pointers to things that might be important for your game.
    Instead: Watch this and do ALL the stuff mentioned in this video! Even if YOU personally think it might be okay to skip it. In 49 out of 50 cases ignoring even one of the pointers given in this videos will probably make your game less-good than it could be.

  • @JansCarton
    @JansCarton 4 месяца назад +1

    Great video, Tom! This perfectly illustrates what we're trying to do with Rulepop. I think our supplements check most of the items on your list. They have quick reference player aids, complete components lists, indexes, in-depth rules and everyone at the table can have a copy. Plus we can include nice things that a printed rulebook can't like links, keyword search, and dynamic rules settings.
    Like other game components, it's included with the game, provided by the publisher, and at no extra cost to players. However, it's intangible - so it's often overlooked. What do you think about web-based rules supplements?

  • @kajukuja
    @kajukuja 4 месяца назад +7

    Thank you! 🙂👍

  • @beerman2000
    @beerman2000 4 месяца назад +1

    This may be the greatest video of all time. Thank you. 1 thing I will point out is if you need to pull 3 cards from the wunbado deck SAY IT EARLY. I hate when setup step 2 is shuffle these 3 decks, and step 6 is remove the Bob and Oak cards from one of those decks. Even if it isn't a "step" to shuffle a deck yet, call out if cards need removed early. Often someone's contribution to helping setup is shuffling decks. Annoying to have to redo it because we needed to pull out 2 cards first.
    Also, I just learned Euthia and it may have the best rulebook ever for a game that in-depth.

  • @corrado8955
    @corrado8955 4 месяца назад +3

    Best DT video in a long while. Publishers take note! I am a rules reader in my group and a lot of this is very painful stuff.

  • @waltimedes
    @waltimedes 4 месяца назад +2

    It drives me nuts as someone who used to design packaging that there's not a packing guide for every game with an insert. If you designed it, you know what you're intending to go where!

    • @vm1776
      @vm1776 4 месяца назад

      I couldn't figure out how Wingspan was supposed to be organized because no matter how I set it up it didn't seem like there was the right number of containers for food and eggs. I messaged Stonemier and they told me there wasn't a planned setup and they hoped I figured it out. Yes, sometimes I do figure out how I want things, but I'd like to know the designers' plan at initial setup!

  • @DanielSolis
    @DanielSolis 4 месяца назад

    To make the unboxing easier, I've been pressing for labels to be printed on the sprues of punchboard components. That way you can directly reference the Component section of the rulebook against the punch sheets as you sort them out for the first time.

  • @adamsbja
    @adamsbja 4 месяца назад

    An example of good graphical examples I've noticed: Cartographers. Every scoring card has an example image of what scores, but it also includes what DOESN'T score, or things you might expect to score twice. If the card is "score for each field and water next to each other" it will show two fields next to a single unit of water and how to score that, as well as two waters next to a field. Just really clever once I started noticing it.

  • @kaijessen
    @kaijessen 4 месяца назад +1

    Sometimes I wish there would be two different rulebooks. One for learning the game, with pictures and examples, and one without all that for when you need to look things up during play.

  • @robertk.8852
    @robertk.8852 4 месяца назад +1

    Thank you for articulating a common frustration shared by many enthusiasts in our hobby. Dealing with a poorly written rule book can be extremely challenging. I am currently experiencing this issue with a new game I recently acquired. The setup instructions are incomplete, leaving you to guess how to utilize the remaining pieces. Upon overcoming this hurdle, I encountered scenarios where the same tile is used for two different locations, leading to confusion about which tile should be placed on the board and which one is meant to replace it. If the game had undergone thorough setup and playtesting, these issues would have been identified promptly. In the worst-case scenario, a slight delay in publishing and shipment.

  • @flynetqc
    @flynetqc 4 месяца назад +3

    Publishers, all those things SHOULD ALWAYS BE DONE!! We love your games, makes it easier for us!! I just got one game from a very well known publisher, the game looks good, but I had to download 5 FIVE new glossary PDF files with the descriptions of the tiles and icons because it was not in the rulebook! Now I have to print them.. this should have been done BEFORE you sell me your game! :)

    • @danflaman7268
      @danflaman7268 4 месяца назад

      Or you know what, fine , I have to print them. So give me a better price to buy the game at. If I have to essentially complete the game for you, then give me a share/break on the price.

  • @liadt9123
    @liadt9123 4 месяца назад +1

    What about also including the quick guide down the side of the page for experienced players who just need a memory jog? Something like what Race for the Galaxy and Castles of Burgundy have.

  • @pronumeral1446
    @pronumeral1446 4 месяца назад +6

    Seasons (by Libellud) had suggested starting cards, for the first play. Then on 2nd playthroughs and so on, you do the drafting phase.

    • @soogymoogi
      @soogymoogi 4 месяца назад +1

      I like it when games do this - Fort and Ecos do the same "starting cards or drafting" thing, and Spirit Island has a suggested card progression for the four easiest spirits

    • @JorWat25
      @JorWat25 4 месяца назад +1

      7 Wonders Duel is another good example. Rather than drafting the wonders, it gives a recommended list for a first game.

  • @davidautinify
    @davidautinify 4 месяца назад +3

    this video needs to be pinned in every game designers forum on the internet. as a professional manual and test procedure document writer for about a decade (in a different industry, but the skills translate nearly 1:1), all of Tom's points ring true. if i could add one thing, it would be this: HIRE A PROFESSIONAL PROOFREADER / EDITOR if possible. the comparatively small upfront cost is worth reducing the barrier of entry for your game, i promise.
    (shameless plug: if you are in need of a proofreader / editor, feel free to reach out to me.)

  • @DTeazee
    @DTeazee 4 месяца назад +3

    Some of the amazing rules content creators out there definitely saves some games from never getting played.

  • @culturia3555
    @culturia3555 4 месяца назад +1

    I loved this video. Work for boardgames rulebooks, but also for any guide in this world

  • @MindsetTabletop
    @MindsetTabletop 4 месяца назад +1

    Thanks for this video Tom!!! Huge source of frustration for me and my friends and bad rule books really make it harder to bring new players into the hobby... Incredibly useful advice for aspiring designers and publishers.

  • @JoachimErdtman
    @JoachimErdtman 4 месяца назад

    Fantastic summary Tom, just spot on!

  • @pauljohnson8847
    @pauljohnson8847 4 месяца назад +1

    Of course my first introduction to the hobby was Catan. I was annoyed at first that there were two separate rulebooks but when I got around to teaching it to the family, I so appreciated those two large format booklets (some of us are older; bigger is not always bad). I could find the answers quickly and keep things moving when I was even still learning it myself. More is always better, thank you, because I was a dummy when I started. The success of those rules, and I'll also give it to original Carcassonne and Ticket to Ride that let us all get into those games successfully. Look at the OGs. They did it right.

  • @keithrex1481
    @keithrex1481 4 месяца назад

    Amen! Some of my games don't get played for months and I don't have time to reread a 7-20 page rule book as everyone waits. I started to create my own set-up and player aides for my games in order to get to playing them (correctly) faster.

  • @TekGriffon
    @TekGriffon 4 месяца назад

    Fields of Arle, a two-player game (w/ solo option) has an absolutely fantastic player aid. Even better, they included two of them!

  • @VJMorph
    @VJMorph 4 месяца назад +1

    Full round & rules summary on the back page of the rule book, INCLUDING SETUP!! No exceptions!!

  • @steeveman
    @steeveman 4 месяца назад

    Thank you Tom!! I’m so glad that you made this video. It is very frustrating to myself and the group I’m playing with when some of these issues come up. I truly hope that publishers listen and take your feedback to print.

  • @svai303
    @svai303 4 месяца назад

    Excellent video! Made me think of a couple things for my own rulebook. Thank you!

  • @KarenSDR
    @KarenSDR 4 месяца назад

    Thank you! Before I got to the end where you mentioned textbooks, I was already making the comparison in my mind. I was a college math teacher for forty years, and part of my job was to review textbooks for publishers. I used to tell them to include lots of white space on the page.
    If a nervous student is trying to read a calculus textbook and is met with a wall of text, that creates a barrier. Important concepts, definitions, theorems and equations should stand out on the page, surrounded by white space, to invite the reader to stop and notice and reflect. The same goes for rulebooks.
    I remember once on BGG I was reviewing a work-in-progress that was part of a design contest. The designer wanted to make the rulebook concise enough to fit on one page. It was pretty crowded, but it fit.
    I was totally lost trying to understand it. Other playtesters said “It’s really easy. It’s just like Stardew.” But I’d never played that, and the comparison didn’t help me at all. They told me it was “sandbox game,” but I didn’t know what that meant, so that didn’t help me either.
    I felt really stupid, and was just going to give up, but the designer was very kind, and said, “Don’t give up. I really want to help you figure this out.” Based on my complaints, he ended up expanding the rulebook from one page to eleven pages, with lots of illustrated examples. And then I was able to understand it fine.
    I wasn’t stupid, just ignorant of the underlying assumptions that people familiar with that kind of game already knew. When my questions led him to spell everything out, the rulebook became much better, and he did really well in the contest.

  • @HerVoiceRemains
    @HerVoiceRemains 4 месяца назад +1

    Yes! Excellent. We can only hope all of these will become the prevailing norm and base-level expectation for all publishers and thier games.

  • @EsotericOrderGamers
    @EsotericOrderGamers 2 месяца назад

    Another way of getting a player aid is to check if your game is one of the 450+ that I've made comprehensive rules summary and player aids for at The Esoteric Order of Gamers!

  • @tonyhaufler8948
    @tonyhaufler8948 4 месяца назад

    Completely agree!!! I recently bought a game, which I do enjoy, but there was no explanation of what to do in case of a tie. It was very frustrating, when lo and behold, we ended up in a tie.

  • @VedranPrema
    @VedranPrema 4 месяца назад

    Great content, Tom!

  • @azkaulem
    @azkaulem 4 месяца назад

    The tutorial system in Root is absolutely fantastic!
    I can't believe not all games have something like this from now on.

  • @jakethewhale
    @jakethewhale 4 месяца назад

    I've always appreciated GMT games rulebooks for this reason. They are definitely dense and read more like a technical manual, but all their rules are neatly organized by section and subsection numbers, and also cross-reference other rules throughout the rulebook. They also have an index where you can quickly reference the section and subsection for the rule, keyword, or mechanic in question.

  • @teijgertje
    @teijgertje 3 месяца назад

    The plea is structured in the same way as the discussed rule books: rule hook-player aid-rule book-player aid-rule book.

  • @Joe_WS
    @Joe_WS 4 месяца назад

    This is the best video you've done. Essential viewing for all publishers!

  • @adamalvarez4528
    @adamalvarez4528 4 месяца назад +2

    So informative thank you

  • @KCesar89
    @KCesar89 4 месяца назад +2

    I very much like this kind of video. Please do more :)

  • @gnollman
    @gnollman 4 месяца назад +2

    Great recommendations, all.

  • @thelupishow
    @thelupishow 4 месяца назад +2

    Yes Yes Yes Tom thank you for this ...amazing...publishers pay attention!!

  • @joeskis
    @joeskis 4 месяца назад +1

    One of the most unique rule books I've come across is from the game Atlantic Chase. It's written in conversation style. All the rule headings are questions a person would ask. "How do I do a Naval Search". Then it's explained as if someone was talking to you. And there's only one rule set per page. Page 15, for example, only talks about how to do X... and so on. Yes it makes for a thicker rule book but it still works well.

  • @EllynJacobs
    @EllynJacobs 4 месяца назад

    For player aids, my biggest pet peeve is when they are two sided. I always scan them in and print out extra copies so you can see both sides at the same time.

  • @GamingRulesVideos
    @GamingRulesVideos 4 месяца назад

    We have the same opinion on the "front loading" of information in a rulebook - what you refer to as the pages of concepts before setup.
    This was never the case in any rulebook I wrote, and in many rulebooks that I edited, this was one of the first things I changed.

    • @scottdebrestian9875
      @scottdebrestian9875 4 месяца назад

      The question is whether a rulebook is thought of as a means to learn the game, or as a reference during play. If it is a reference, basic concepts should be fairly early. And you can make an argument a rulebook will be used to learn a game once, but used as a reference maybe hundreds of times, so it should be laid out as a reference.

  • @benstylus
    @benstylus 4 месяца назад +5

    Oh my gosh yes. So much yes.

  • @Brad4083
    @Brad4083 4 месяца назад +1

    I just opened a copy of Winter Queen by CrowD Games. The presentation, including the artwork, is impressive. The components fit nicely into the well-designed box insert. The rules are clearly written and illustrated. Player-aid cards are provided for each player. Good job, CrowD Games!

  • @markdavies7776
    @markdavies7776 4 месяца назад

    I'm glad Tom hit upon one of my biggest gripes with some rulebooks - not including the 'solo' components with all the other components. This is especially so as I'm not a big solo gamer, and so especially when I buy a game second hand I often overlook any rulebook just for solo play. And then I'm left wondering what on earth those 4 red tokens and random cards are for!

  • @darinherrick9224
    @darinherrick9224 4 месяца назад

    I had a dream of being board rulebook writer. My friend who designs games and laughed in my face.
    “No game company will ever pay you to do that.”
    Dreams crushed.

  • @vm1776
    @vm1776 4 месяца назад +2

    Another thing I've been seing in the last year that's driving me crazy is when a rulebook shows a QR code and says that you need to go to that QR code for setup, or the campaign, or whatever. I'd like to see it in the rulebook, I don't care how many extra pages that is. I want to be able to open my game and play without being anywhere near a cell phone. But if a publisher absolutely has to give me a QR code because they are too cheap to pay for ink and paper or whatever excuse, then also give me the web address also because if I have to use technology to access those materials, I'm going to be grumpy about it and I'll be in a better mood if I can access that with a keyboard and my nice big monitor. I hate trying to read things off of cell phone screens and yes, I will send messages expressing my displeasure at being told to go to a QR code long before I will pull out my cell phone to read said code. Give me the web address and I'll be grumpy about it in silence as I type.

  • @sidneyleejohnson
    @sidneyleejohnson 4 месяца назад +6

    These are the kind of observations that can become checklists for reviewing games and scoring them. They can also help build standards. yes standards. You know the kind of standards that the tv, radio, and movie industry follow in order for everyone to be able to buy a product that plays the content consistently. We have as a consumer base done next to nothing to develop a formal set of expectations that can become gold standards that the board game industry knows they should follow to get "certified" or a "seal" of approval. We often talk of production quality generally but fail to list clearly a list of expectations that oems should follow to earn such a designation. Thanks for contributing.

  • @heidinewell3925
    @heidinewell3925 4 месяца назад +2

    Listen up publishers!!
    Do what Tom says in this video. Make us all happy customers.
    One more bit of advice, if you are not 100% sure if a lay person can understand your rules and game, get an average person with little to no gaming experience to play it. If they can do it, you are awesome. If not, get back to the development room now.

    • @vm1776
      @vm1776 4 месяца назад +1

      Yes, and get a variety of ages to playtest, not ignoring the eyesight of the 45+ year old player.

  • @DyrianLightbringer
    @DyrianLightbringer 4 месяца назад

    The smaller the pages, the more pages are needed to cover the same number of rules. If your box is 24x24 inches, then that means you can use pages that are 24x24 inches, thus you need fewer pages, and sometimes having a larger page means you can include more detailed diagrams, or have more related rules right next to each other, so you don't have to flip between pages to see how these two rules interact. The size of a rule book shouldn't be an issue, so long as that book adequately explains the rules.

  • @RichMulholland
    @RichMulholland 4 месяца назад

    Love this! This is what makes DT so much more than just a review channel.

  • @patrickotoole6115
    @patrickotoole6115 4 месяца назад

    I honestly miss the old alea rulebooks. They had the bar off to the right that had summary of key points. It was always my “refresh” rule read after I haven’t played in awhile.

  • @rikhavok
    @rikhavok 4 месяца назад +1

    OMG! Without a doubt, amazing plea! THANK YOU TOM!!! I couldn’t have said it better other than to say that you cannot over emphasize…. well EVERYTHING YOU SAID!
    I was going to say index and player aids, then added back of book Iconography.. then added Comprehensive component guide in the beginning.. then realized… well EVERYTHING YOU SAID!!

  • @hiho8084
    @hiho8084 4 месяца назад

    When I teach a game, I often make player aids that I laminate, for the other players to make the game play easier. They have been very appreciated by other players. I agree heartily with you on not assuming that game terms are known. Maybe someone purchases a game that's WAY over their head, but they just had to have it. Orthogonal was a good term to point out. I used that term and confused the heck out of my newer players. Also listing components is very important. You might not know something is missing in a larger game, if you don't have a listing of the components. This was a VERY important video! Thank you!

  • @IronSalamander8
    @IronSalamander8 4 месяца назад +1

    Great video Tom!

  • @Alloniya
    @Alloniya 3 месяца назад

    Coll you mentioned Ra as an good example. This is probaby the first game i lern rules myself and did not had any questions at the end

  • @conanross
    @conanross 4 месяца назад

    What we see here is Tom using his powers for good! May your influence change this industry forever for every player! Good on you, Tom!

  • @internetskeleton8969
    @internetskeleton8969 4 месяца назад +1

    Been loving these videos!

  • @espenfr
    @espenfr 4 месяца назад

    I don't upvote videos on YT often, but when I do it's something like this I can stand full heartedly behind

  • @ericfugere7061
    @ericfugere7061 4 месяца назад

    Thank you Tom! We're taking notes for Natera: New Beginning!! :)

  • @needsanameedit4982
    @needsanameedit4982 4 месяца назад

    Would want these options when buying a new game even if it cost extra. Quality of the box material, option to include correctly sized card sleeves, player screens if stuff is meant to be hidden like money, first game/learning game suggestions, options to add replacement components, rule books that don't cover the entire box, extra/different player colors, different tokens/icons to account for color blindness(could just be fancy stickers or extra paint), larger text versions of cards for people with worse eyesight, option to coat the boards with plastic for people that are messy, bendable cards that won't deform if you have people that bend cards in your game group, different sizes of cards to allow for easier shuffling or holding.

  • @AlexanderNash
    @AlexanderNash 4 месяца назад

    I like games where it has a reference showing the steps you are supposed to take in a turn. It makes it so you can basically start any game without explaining much. People pick it up as you go.

  • @peaudest
    @peaudest 4 месяца назад +7

    There were many MANY points ! I feel like we need an index for this video ^^

  • @jayy1231
    @jayy1231 4 месяца назад +1

    Great subject Tom!! I'd give it 5 thumbs up if I could 🙂

  • @munchcat
    @munchcat 4 месяца назад

    We just recently played Blueprints of Mad King Ludwig. They did a beautiful job of showing how the game is packed up, but some of the rules like how goal cards are linked to utility rooms probably wasn't presented in the clearest order x.x We didn't find the correlation until we were ready to score and that sucked.

  • @patricksteele
    @patricksteele 4 месяца назад +1

    This is all so true. Publishers please take notice!

  • @Magetarro
    @Magetarro 4 месяца назад

    Thanks for emphasizing the importance of a good rulebook. Several times I found myself in a situation where I decided the game was just ok. Lately, when I watched playthroughs on RUclips and all of a sudden I realized that I missed a couple of rules that change a game a lot. After that, a game is getting good enough.

  • @IndianaGeologist
    @IndianaGeologist 4 месяца назад +1

    Completely agree, Tom!!!!

  • @redknight808
    @redknight808 4 месяца назад +1

    💯 Preach it Tom!

  • @ulyssescastillo4689
    @ulyssescastillo4689 4 месяца назад +1

    Great stuff. My 2 biggest pet peeves: the objective of a game is never to score the most points. I hate that as a stated objective. An objective might be to collect the most sets, or sell the best goods, or complete the most goal cards, or control the most territory, or go up the highest on tracks, or whatever. It's never to "score the most points." My second pet peeve, which you covered, is not being able to tell what deck is what. There's 5 decks of cards, 3 of them have the same backs, how the *heck* am I supposed to know what deck is what if you don't show me a (good) picture?? And honorable mention, which you also mentioned is, "at the beginning, draw 5 and choose 3," but we have NO basis for choosing yet.