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Rulebooks: The Good, Bad, And The Baffling

rulebooks

Imagine you have just bought a new board game. It came highly recommended by friends, had glowing reviews, and is raved about within online communities—sources that you trust. You peel off the plastic film, take a whiff of that new game smell (this is perfectly normal), and look at the contents of the box. It all looks as you imagined, with thoughtfully designed components. It’s an exciting feeling, with the promise of a new, fun experience in your immediate future. That is, until you take a proper look at the rulebook. Chances are it’s either suspiciously thin, weirdly massive, or split into multiple large booklets. It might take a couple of hours just to digest the basics of what was billed as a relatively straightforward game. If this admittedly straw-man scenario sounds familiar, you’re not alone.

While universal experiences are hard to come by, I’d wager that most board game fans have grappled with the same burning question at least once: how on earth do I play this game? I’ve asked this question with distressing frequency over the years, and I’m here to tell you that, for some games, the official rulebooks aren’t worth the paper they’re printed on. In my opinion, there are few things more disruptive to a good experience than a poorly thought-out rulebook. But what characterises a bad rulebook? What does good look like? And how can you navigate this as a player?

What does a good rulebook do?

There’s no one-size-fits-all approach to a good rulebook, particularly as every game is different. You might have a straightforward card game like Exploding Kittens, where the rulebook is concise and well-illustrated, or a more complex scenario game like Robinson Crusoe, whose relatively infamous rulebook is decidedly denser. No matter their quality or complexity, though, the primary job of any rulebook is to clearly communicate the game’s mechanics to the player(s). You can’t play the game if you don’t understand how. What makes a good rulebook is subjective, but in my experience, these elements make learning a new game easier and more fun:

· Visual examples – The more complex a game, the more rules and components you have to keep track of. Games with mechanics like line-of-sight (Star Wars: Imperial Assault, for example) often include visual examples to clarify how they work. Without these, complex rules with imprecise wording become subject to individual interpretation—i.e., a recipe for disaster.

· A glossary – Games with lots of nouns often provide a summary of terms, a glossary indicating where to find each term in the rulebook, or even a separate reference guide. Again, Imperial Assault includes a reference guide, which I find quite helpful.

· Linear structure – If you intend to pick up a game and start playing straight away, you’ll want the rulebook to explain things in a logical, step-by-step fashion. What components do I need to set up? How does a turn work? The best rulebooks answer these questions in a way that flows naturally.

More complex games have more complex rules, but ultimately rulebooks should allow everyone playing to quickly understand how to play the game from start to finish. Any clarifications about specific rules can be handled as you go. In this way, a good rulebook facilitates a first play-through with minimal fuss. Some rulebooks might use setting-specific terminology, which isn’t necessarily a problem for readability. However, a good rulebook de-abstracts its mechanics where necessary—prioritising clarity over immersion when a rule’s function is more important than its thematic wording. Other rulebooks might simply explain what it is you should do with the components at your disposal, which is also valid.

What does a ‘bad’ rulebook look like?

A ‘bad’ rulebook can act as a barrier to the understanding and enjoyment of the game. The following are what I see as signifiers of a poorly written rulebook:

· Dense or unclear language – Too many Proper Nouns that fit the setting but don’t actually clarify how to play the game.

· Wrong level of detail at the wrong time – Some key rules might be buried on a random page in a couple of sentences, while inconsequential details are prioritised.

· No visual examples for less straightforward rules – Games with mechanics like line-of-sight need visual examples!

· Unhelpful organisation – A rulebook that jumps between unrelated sections or lacks a clear flow from setup to gameplay makes it much harder to follow. If you must flip between pages constantly just to understand the basics, that’s a major problem.

· Lack of a reference section – For games with lots of mechanics, a separate reference guide or well-structured index is crucial. The absence of something like this grinds the flow of games to a halt whenever something needs clarifying.

· Inconsistent or ambiguous wording – If a rule can be interpreted in multiple ways, expect arguments at the table. Clarity is key, and a good rulebook eliminates unnecessary ambiguity.

In summary, a ‘bad’ rulebook is ultimately a confusing one. This issue is sometimes compounded by a lack of proof-reading on the part of the designers. For example, one of the ‘Additional Rules’ pages in Robinson Crusoe (a great game with a horribly written rulebook) directs players to the wrong page for a rules reference.

Navigating a bad rulebook

There are plenty of ways to get around a poorly written rulebook. Here are some approaches that have helped me:

· Watch a tutorial – YouTube has a good range of board game tutorials which visualise the flow of the game. Other options include tutorial apps like Dized, which guide you step-by-step through the game as you play. Both can quickly clarify confusingly written instructions.

· Find a quick reference guide – Check online for reworded or rule summaries that strip away extraneous detail. These can make first-time playthroughs much smoother. One resource that I regularly use is this interactive and dynamic ruleset for Battlestar Galactica that tells you what rules change based on which expansions or variations you’re playing with.

· Check online forums – BoardGameGeek is a goldmine for rules clarifications and official FAQs; sometimes alternate fan-made rulebooks. If a rule isn’t clear, chances are that you’re not the only one struggling.

· Use player aids – Many games now come with cheat sheets or summary cards, though some of these official components aren’t worth using. You can often find community-made alternatives online.

Final thoughts

A great board game can be let down by a bad rulebook, but a well-written one makes learning easy and fun. Clarity, structure, and helpful visual aids make all the difference. While there’s no perfect formula, a good rulebook gets you playing with minimal frustration and makes revisiting the game easier. If a rulebook is holding you back, try some of the tips above—you might discover that the game is more straightforward (or fun!) than it first seemed.