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10 Lessons From Messy* Manuals

*And some non-messy ones. I wanted the alliteration, sorry.

I'm an editor by trade and a poet by poor choice, so I'm very invested and interested in how language is used to communicate complex ideas in simple and novel ways. Board game manuals are a genre of writing I've long been intrigued by, being someone who's able to read and visualize rules without necessarily needing visual cues. Not everyone is able to do that, though, and that's partially to do with different folks simply having different learning styles, but it also has to do with board game manuals often being ... less than helpful for actually learning a game. And that's something that is simply not acceptable.

Maxim one: Players should be able to understand a game with nothing more than the manual. Sure, there will always be edge cases and weird situations that crop up that can use clarification by experienced people on the worldwide web, but such cases should resolve with, "Ah, got it. I was 90% sure that's what the rulebook was saying, but I just wanted to be sure because I have this one friend who's uptight about these sorts of rules, and I value our friendship more than being right even if this particular quirk of theirs can sometimes get on my nerves." Rulebooks ought to be a helping hand for players, rather than a starting point for the journey to 10-year-old forums or the help section of a company's website.

This leads to my second maxim: Making a good rulebook is by and large a problem for publishers. A designer is the one wot first births a game system into the world, but it's rare that they're the ones doing all the graphic design and editing for their own rulebooks. And that's how it should be! Designers are so close to the game that they have trouble seeing knowledge gaps that will be big hurdles for new players. Publishers, whether they be a big ole company or one other person, have the primary responsibility to make sure that someone who (1) buys their game can (2) understand and enjoy the game without having to resort to eleven different threads on Reddit and some weird site called BGG. Were Rodney Smith and his catalog to suddenly vanish from existence, players should still be able to figure things out on their own without resorting to profanity.

These two maxims are the foundation for everything else I'll be going into in this list, but I also have some disclaimers that are important to note as well:
1. Criticism is always easier than construction. Making any sort of technical manual is a difficult balance between clarity and particularity, and I don't want to discredit solid effort even if I think its end result isn't perfect. I'm not putting myself forth as an untouchable font of knowledge; I just wanted to try and sharpen my own skills by looking deeper into this genre.
2. All these points are for English-language games, though I believe the principles are generally language independent.
3. The games I've selected are all designed by Reiner Knizia, for two reasons: one, I had enough of his games on hand to do this exercise; two, I know that he provides publishers with English rules that they then polish and make a manual of, in line with maxim two above.
4. This exercise is meant to be informative and possibly even educational, not diatribic (had to make that into an adjective) or condescending. Obviously, there's a certain amount of arrogance since I'm enamored enough with my own opinions to share them on the internet, but I try my best to be constructive after destruction.
5. If I get anything wrong or am unaware of additional context surrounding a game, let me know! I'd love to learn more about everything I'm only touching on here.

Onto the lessons.

Lesson 1: Have an editor for the language you're publishing in.

Starting out and we're already running into another caveat: I can't say with certainty the problem with this manual is that there wasn't a native or advanced English writer on hand to review the rulebook after translation, but I strongly suspect that to be the case. Formatting, spacing, and punctuation errors are all over the place here and serve to distract from the simple ruleset. Having an editor for English specifically could have helped prevent a lot of these. The game rules themselves are communicated clearly for the most part, but it's just not a good look when every page is riddled with small, obvious mistakes. And when translation errors do actually result in rules being miscommunicated, such as with the rough state of Yucatan's manual, your reputation can take a body blow.

2. Qin

Lesson 2: You can't rely on digital errata.

I really like Qin's rulebook, or rulesheet as the case may be. It has a few interesting choices, such as using sentence case throughout or not using capitalization in its first example, but it is consistent and communicates the game clearly and simply. There's just one little niggle with how a rule is written in "6. Absorb province":

Quote:
You are not allowed to join provinces together when two or more players would bring the exact same number of province spaces to the newly created major province.
The problem being: What if a third player is trying to take over two other players' provinces at the same time, but those two provinces are the same size? This was clarified on a thread here, and updated rules were provided on the publisher's site, but those rules are no longer hosted and casual players might not know to look up rules questions on BGG or even Google.

Again, this is a niggle, a quite small, rare case with a clarification that could be intuited, but the clear clarification currently only exists in one little corner of the internet. If you've ever had the thought, "We can just patrol the forums or provide corrected rulebooks later," think of the poor schmucks who are buying copies of the game 10 years later when you (and your servers) have moved onto other projects.

Lesson 3: Write rules with the most common play states in mind.

Yellow & Yangtze is one of my favorite games and a huge catalyst for my continued, feverish fervor for Reiner Knizia.

The rulebook for Yellow & Yangtze is one of my most hated manuals I've ever had to read and reread and reread.

Grail Games had a hot streak with Dutrait and Knizia for an amazing run of games, but that consistency was matched by the relative mediocrity of the rulebooks of those same games. And my vote for the most frustrating would be this one.

A specific rule sticks out (and was the impetus for this list), that being how to resolve wars, or external conflicts. The description is a bit rambling and imprecise, and the example given isn't the most helpful, but the biggest problem is with how it is explained because it is written to describe how a war happens between three city-states joined together (rare, in my experience) rather than when two are joined together (much more common). This decision baffles me because it takes a rule that is already strange and unique and explains it in its most niche application, leading to confusion over and over again about exactly how wars are supposed to be resolved. The rule should have been written to explain the common occurrence and then had a note at the end explaining the more rare application, not the other way around.

I'll let my thoughts lie there in order to preserve caveat 4.

Lesson 4: If you're making a "The [xxxx] Game" of another game, use similar language for similar rules.

This one might just be because I'm an idiot. I got a copy of Medici and Medici: The Card Game together about a year ago, read the rulebooks for both, and then sat on my couch eagerly rocking back and forth until I could get them played. When I got The Card Game to the table, though, my first play was less than stellar because I'd gotten the card flipping wrong: instead of flipping cards one at a time and choosing when to stop, I had mistakenly understood the rule to be saying that you choose how many cards to flip and that's it.

Again, I think my brain is mostly to blame for the mistake, but there's something to be said for the differences between how a central mechanic shared between a spinoff and its parent are written:

Medici wrote:
Selecting the groups for auction
[...] On their turn, players must draw the top card from the draw pile and place it face up so all the players can see it. After examining the first card, the player may draw a second and a third in like manner; placing any drawn cards next to the previous. The player may stop drawing cards after one or two, but cannot draw more than three. [...]
Medici: The Card Game wrote:
1. Reveal cards: Card after card, reveal one OR two OR three commodity cards from the deck, displaying these cards face up in a line next to the deck – this is the ‘market’. Exception: If there are already cards in the market (from a previous turn), you can also decide NOT to reveal any new cards!
Having read these back to back, I was at first confused why these two rules, which I'd assumed to be identical in mechanics, would be written so differently, and I eventually came to the (flawed) logical conclusion that it must be because they're actually describing two different ways of drawing cards. Context is important for knowing how to write your rulebook, and I think it's worth imagining how someone who already owns an original would interpret the rules to a spinoff.

Lesson 5: Rulebooks ought to be made after everything is finalized.

Last time I'll rag on Grail Games, promise, and another instance where I understand and acknowledge that the process of bringing a game into existence is complicated and not always as clean as you want it to be.

That being said, the rulebook really ought to be the last thing finalized for the production process. Making sure rules are all complete and reviewed is one thing, but you also want to make sure that the renders or photos of components that you're using in the rulebook actually line up with what's in the box. Both the manual and box for King's Road use the same rough rendering of the final game that was used in the Kickstarter campaign. Card backs don't match, player tokens have different proportions, and the king token is completely different from what you actually get. This isn't a game-breaking deal, though a bit odd and unprofessional, but after the pictures of the cards in the rulebook, there aren't any more graphical elements at all: no examples, no illustrations, just big blocks of text. It feels like a symptom of a workflow centered on pushing the game out as fast as possible, without the time and space to bring the rulebook up to where the game actually was.

Lesson 6: A sidebar is a beautiful thing.

Uh-oh, I accidentally included another manual that I think is just ace. Sorry again for the clickbait.

Palazzo is a slick auction game with a fairly straightforward ruleset (with some Knizia spice, of course) and a really solid rulebook. What makes it so solid, I believe, is how it utilizes the sidebar. It's primarily a reliable and succinct reference for those who already know how to play the game and only need a refresher on a few rules, but it also transitions to examples, pictures, and additional explanation as needed. It serves to make jumping back into the game easy, but it also nicely breaks up the text of the main rules, helping to avoid the problem of huge chunks of text page after page. It's really well done and warrants a closer look for anyone wanting to do a similar structure.

And those deep purple header strips? Ooooo, those are lovely.

Lesson 7: The manual doesn't always have to be the same size as the box.

I received my copy of the new edition of Amun-Re recently, and I'm very glad to have it back in my collection. There's a strong case to be made for it being Knizia's most complicated and fiddly design (for him; he's still Knizia after all), and making elegant rulebooks for more complicated designs is always going to be a more challenging task. Aside from a few graphical niggles here and there, though, I think Alley Cat games has done a great job in clearly explaining all the core rules of the game. It's just the physical act of reading through them that's a bit naff.

The rulebook is bright, linen textured, and lavishly illustrated with art from the game. But as a reference tool, it's frustrating to use. Trying to find a rule or section means a lot of flipping because of how many (vast) pages there are and because many of those (mammoth) pages contain huge illustrations or swathes of empty space. There's so much wasted space between all the 28 (floppy) pages, and it leaves me wanting a smaller, more concise version that would be easier to read and reference.

If you want to show off the gorgeous art made for the game, maybe include that as a separate booklet? Or take a note out of the CMON Modern Art and include it in a section at the end. I'm all for more detailed copies of shiny artwork, but usability is always going to edge out appearance for me.

Lesson 8: Keep in mind how you can help experienced players get back up to speed.

Oh, hey again, Amun-Re! What are you doing here? Oh? You've got a really solid little reference page on the back of your manual? With helpful notes about set-up? Lookit you go.

One of my least favorite things I have to do when setting up a game I already know how to play is having to pull out the rulebook and check on some granular tidbit that's impossible to remember. How many cards do I leave out? How much money do people start with? What exactly do I do with these starting cards again? Amun-Re's quick reference gives me exactly what I need without making me flop it open and comb through the setup pages. A good rulebook should get out of its own way and help not only those who are learning a game for the first time but also those who haven't played in a while and only need to be reminded about 3% of the rules.

Lesson 9: Multiple rulebooks might not be necessary.

For their bigger games, Fantasy Flight has (or had, haven't checked in on them for a while) a tendency to include two rulebooks in the box: one as an overview of what you need to know to get started playing as soon as possible, and the other as a home for more advanced rules or an appendix of concepts. My favorite implementation of this was with Forbidden Stars, where the second manual was just an alphabetical appendix, eminently usable and great for filling in the gaps when pulling the game out again after a while.

I can understand wanting to apply this same sort of structure to Blue Moon Legends. This box pulled together a bunch of different decks with different mechanics and various expansion content with its own specific rules, and much of that isn't necessary for someone wanting to just jump into the game. But it feels unnecessary. The clarifications in the front section could have easily been folded into the initial explanation of each concept or condensed into a general FAQ section, and the two quick references that aren't equally useful are annoying to juggle when both players could use the same reference information. It's not terrible, but it's feels like a situation where a standard was applied to a game that really didn't warrant it.

Lesson 10: Learn from your mistakes.

Okay, one more Grail Games production. Whale Riders isn't here as a cautionary tale, though, but a redemptive one. This rulebook is just wonderful. It's slim, simple, and informative. It's colorful and filled with a unique character. It's effective at teaching the game and brushing up an experienced player's knowledge. It matches the game completely. If you are wanting to see the application of a team that obviously cared about their work and learned from their mistakes, check out this manual. Whale Riders was the swansong of the Knizia x Grail games partnership, and its rulebook is the encapsulation of years of experience.

Ya love to see it.

List Comments

Microbadge: The Beatles fanMicrobadge: “Never let your sense of morals get in the way of doing what’s right.” — Isaac AsimovMicrobadge: EnvironmentalistMicrobadge: Hiking fanMicrobadge: Coheed and Cambria fan
Really enjoyed reading this. Thank you for sharing.
Microbadge: Dog loverMicrobadge: 'When playing a game, the goal is to win, but it is the goal that is important, not the winning' - Dr. Reiner KniziaMicrobadge: PolyamorousMicrobadge: BrightMicrobadge: Black Lives Matter
This! Is best practive for all technical manuals. As a Senior Technical Author for 30 years I can not concur more!
 
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