What Makes a Great Rulebook?
I write or rewrite most of our rulebooks at Stonemaier Games, and today I thought I’d share a few observations and techniques I’ve learned over the years.
My Techniques
- For initial local playtesting, I create player aids instead of a rulebook, as the rules are very much in flux at that stage (plus, it sets the groundwork for each player to have a player aid in the final product too). It’s only when I’m approaching blind playtesting that I write the rulebook.
- I have a simple rulebook template I follow: overview & goal, components, setup, gameplay overview, detailed gameplay, other info, and end of game.
- I typically reserve the last page of the rulebook for an icon guide, game flow, and/or index (though often the table of contents at the beginning does the job of the index).
- I try to construct rulebooks in such a way that their length is indicative of the complexity of the game, using other components to assist. For example, when I rewrote the Tokaido Duo rulebook, I extracted the character instructions into two separate sets of player aids (i.e., more helpful for players to use during the game, and more representative of Tokaido Duo’s low complexity).
- I write rulebooks as if I’m talking to you. “Pay $1 to gain 2 resources,” not “The player pays $1 to gain 2 resources.”
- If I ever need a full page to explain a minor concept, that’s a good sign that the concept is too complex for what it contributes to the game. Similarly, in 99% of cases, if I use the word “exception” in the rulebook, it’s a sign of something that will be difficult for players to remember and should be removed from the gameplay.
- My favorite rulebook size is 180x240mm. This is big enough for the rules, visuals, and examples, but small enough that you can keep it on the table while playing.
- Blind playtesting (when a game is playtested without me there to teach or supervise) is 25% for the purpose of improving the rulebook. If a playtester misses a rule, even if it’s marked clear as day in the rulebook, I consider it an opportunity to make it even clearer or put it in a more obvious place.
- My general philosophy is to put text on cards (not combinations of icons to decipher) and that the text be self-sufficient enough that a separate appendix isn’t necessary. However, sometimes there just isn’t room for lots of text. In those cases, either an appendix (like in Apiary) or the back of the card/tile (like in Tokaido) are good places for the text.
- I find it helpful to review a rulebook backwards (section by section), as I can hone in on specific elements without skimming ahead by accident.
- We have a style guide for the copyeditors and proofreaders in our oversight process. They have full access to all versions of the product (prototype and typeset files).
- When the pre-production copy (PPC) of the product is ready, one of the things I’m looking for in our playtests is how easily I can find answers to questions in the rulebook. If I can’t find the answer quickly, I revise the rulebook accordingly.
Top Advice from Others
Great Rulebooks to Study
- Dungeon Lords: for its humor
- Jaws of the Lion: for its tutorial
- Barcelona: for its history
- Galactic Cruise: for its organization
- Dawn of the Zeds: for its use of multiple rulebooks
- Origin Story: for its consideration for different types of players (player count, trick-taking experience, etc)
What’s one of your favorite rulebooks or things you like to see in a rulebook?
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