Videos about writing board game rulebooks

I've been binging advice for writing rulebooks, and I figured I would post what I've found here in case anyone else is in the same boat.

Tom Vasel - How to write an excellent board game
Watch it Played - Rules for rule books
Geoff Engelstein and Gil Hova - Writing a rulebook for your board game
Calli Wright - Tips for writing board game rules
Adam in Wales - Secrets to writing clear, concise, and compelling board game rulebooks
Cogito Design - Top ten tips for writing a rulebook
Mike Selinker - Ten rules for writing rules
Tim Chuon - How to write a good board game rulebook
Pam Walls - Avoid these ten common mistakes when writing board game rules
Jesse Ross - How to write a rulebook

I couldn't do any of these presentations justice, but I'll jot down some random notes that stuck out to me:

- A good general format is: Introduction, overview / objective, components, setup, rules, conclusion
- Speak simply and directly; avoid the passive voice
- Use the same word to refer to the same thing, and do not invent random words
- Do not emphasize too many words or phrases at once, and format consistently
- Use pictures to break up walls of text and let people know what they're looking at
- If you're having trouble writing a given rule, your rule is too complex
- Rules have to serve as both a tutorial and a reference, which creates tension; two rulebooks might help, like Catan
- Define a term before you refer to it in another context

Mike Selinker mentioned the reading level of a rulebook, which I hadn't thought about. I ran my rulebook through the Flesch-Kincaid calculator and it came back with a 7th-grade reading level, which sounds oddly simple, but I think this is a roughly appropriate level. (The average reading level in the US is 7th to 8th grade, which is kind of depressing. But a while back I heard that presidents speak around the 8th grade level for exactly that reason, so my rulebook is in good company.)

I couldn't think of a way to say this graciously and succinctly - Geoff Engelstein didn't have to time to elaborate - but in passing, they said that you should treat your players like they're dumb. I think this means that if someone can misinterpret a rule, then eventually someone will misinterpret it. There's another interesting tension here, where you don't want to repeat yourself because then people think you're wasting their time, but if something is crucial, you may have to repeat it so they actually understand it.

Watch it Played mentioned some of the esoteric ways that people say how to choose the first player. When I see these, they make me wince, and I wish designers wouldn't include them. They often feel like a blend of incredibly specific ("You go first if you most recently rode a llama backward through the Yucatan peninsula") and embarrassing ("In this game, you are a group of plumbers who must fix the city's sewers, and player one is whoever most recently had explosive diarrhea"). I much prefer something like the youngest player goes first, some simple chance event, or choose among yourselves.

One person recommended including a table of contents, while another said that you should only do that if your rulebook is over 12 or 16 pages. I believe my rulebook is a bit under 8 pages, so I'm guessing we won't need a TOC.

The adage about not having a rule if you can't clearly explain it makes a lot of sense. Last year, I played a great game that a new designer made, but I had to have him explain the whole thing to me because I couldn't make any sense of the rulebook. That sort of thing must haunt designers and ultimately crater sales.

Anyway, I don't have a meaningful way to conclude this, but I wanted to throw it out there, and I'd be happy to watch or read any other guides that people know about. I did briefly search on here for written guides, but depressingly, all of the links I had clicked on had died - it seems like a lot of the internet is rotting.
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This is a great resource. Thanks for taking the time to share these links.
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I love this advice. I've referenced Tom Vasel's advice on this as well. I've had to write many many SOP's in my profession life and my core value on that has always been "write for the lowest common denominator". I've tried to keep that in mind for my rule books. I'd rather some one say my rules are too simple vs "I don't understand"
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Thank you so much for compiling this! 😀👍🏻
Thank you so much for sharing! Definitely have been needing some assistance with this!
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Rules As Play - Amabel Holland

Not to be missed, though pretty lenghty.

It is less instructional than most of what you've linked, but I think it has the most helpful content for more general thinking about what you want rules to be and how to write a rules such that they are useable, and even appealing, to humans.
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Lots of good stuff here! I'm always grateful for more resources and tips for the writers and editors out there. I put together a Geeklist a couple years (years??) back with some tips I'd gleaned from specific manuals, if you want to give it a read. Discoverability on BGG is sadly lacking for information not tied directly to games.

10 Lessons From Messy* Manuals
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I'm surprised your search did not yield my dissertation that I have presented multiple times at GAMA and Gen Con:

Playlist with examples
https://www.youtube.com/playlist?list=PLV2MIJjVdLDp-0syU9XWo...
Dissertation Presentation
https://youtu.be/mIFv1OLHOy8?si=7halqaBNrKjVJEzd

Performance list can be downloaded for free here
https://sites.google.com/view/davidniecikowski/home

This is also available on the webpage...
PDF - Research Supplement - Comprehensibility Features of Rulebooks, 200 pages
"A practical document that presents reviewed literature recommendations on document design and lists user data collected from 50 different Boardgamegeek public forum threads dated from 2006 to 2018. The supplement was created with writers and editors of game rulebooks in mind who are interested in surveying recommendations from authors on writing procedures and reviewing authentic feedback from 541 BGG users who made approximately 2054 coded comments on what they like and dislike about rulebooks."

...as well as the dissertation which analyzes in detail four "poorly" and four "well" written rulebooks using the performance list.

Sincerely,
David Niecikowki, PhD
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