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For medium/heavy-complexity games, it's essential to have a glossary (preferably with pictures), either/both at the start/end of the rulebook or the complete reference. And the glossary should have (clickable) section/page references for where to read more about a concept (and the glossary should be complete (but not nitpicking or pedantic), which sounds self-evident yet is not the case a shocking amount of the time). And the glossary should also be referenced by/ have consistent terminology with the quickstart/reference card.

It's not that I'm "afraid" of reading game rules, just that I know from lots of experience how rare it is for a (8-25pp) manual to balance explaining the minimal set of mechanics in a fast, comprehensible, logical order, also giving a feel for typical gameplay (even just 2P), and toss in some basic remarks about strategies and tips. Many times my friends and I have invested 1-3hrs in learning something, only to find the gameplay has gotchas by rewarding/punishing quirky things, or is simply broken. Or we have to go to BoardGameArena.com to find basic errata/clarifications/houserules for ambiguity, or the designer's own semi-official clarifications/ version 1.1. So, one guerrilla way to estimate how good/bad the official rulebook is to count the number of (and frustration level in) clarification threads on BGA, or whether an updated rulebook is downloadable, or how many unofficial fan cheatsheets or guides there are on BGA.

One infamous example was the 2010 version of 'Sid Meier's Civilization: The Board Game' (complexity 3.17/5, rating 7.3) where the physical boardgame implementation was so complex as to be unplayable (6-12+ hrs for a 2P game, I was told); it made the case why the computer version was better for implementing all the bookkeeping; my friend showed me multiple ringbound manuals of gameplay and reference guide and I simply said no (even though I loved the software versions). [https://boardgamegeek.com/boardgame/77130/sid-meiers-civiliz...]

(Then they overreacted too far in the opposite direction with 'Civilization: A New Dawn' (2017) which simplified tech, combat, terrain way too much, down to 5 values each; it gave a huge advantage once you knew which civilizations were OP and which techs sounded useful but were a productivity trap and worth skipping. Like, Aztecs with nuclear weapons (special ability is to reuse that attack every other turn)).[https://boardgamegeek.com/boardgame/233247/civilization-a-ne...]




It's so classic that board game adaptations of computer games are bookkeeping extravaganzas. I don't understand why people want to "replicate the computer game experience" in a board game, why not just play the computer game then? There are so many games that play to board games' strengths, instead of trying to be cut down computer games.


Sid Meier's Civilization is pretty much the poster child for an outstanding online game that cannot be converted to a (physical) boardgame without either super-heavy mechanics and bookkeeping, or huge simplifications and compromises that take all the interesting nuances away.

One example of many was the corruption calculation in each cilization every turn based on how remote each city was from the capital, the city population, tax-rate and luxury-rate, the number of military units garrisoned there, modifiers for wonders etc.




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