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How to Write Clear Rules (and game design documents)

  • DESIGN
  • Mar 11, 2025
SynopsisHow to Write Clear Rules (and game design documents , availab...
How to Write Clear Rules (and game design documents)  No.1

How to Write Clear Rules (and game design documents), available at $27.99, has an average rating of 4.2, with 75 lectures, 1 quizzes, based on 25 reviews, and has 199 subscribers.

You will learn about Understand the purposes of rules writing Recognize the enemy of rules writers and what you can do about it Understand all the details involved in rules writing Benefit from actual examples Think about all the non-rules items you might include with the rules How and why rules are tested This course is ideal for individuals who are Tabletop game designers (and wannabes) or Video game designers who use game design documents It is particularly useful for Tabletop game designers (and wannabes) or Video game designers who use game design documents.

Enroll now: How to Write Clear Rules (and game design documents)

Summary

Title: How to Write Clear Rules (and game design documents)

Price: $27.99

Average Rating: 4.2

Number of Lectures: 75

Number of Quizzes: 1

Number of Published Lectures: 75

Number of Published Quizzes: 1

Number of Curriculum Items: 76

Number of Published Curriculum Objects: 76

Original Price: $27.99

Quality Status: approved

Status: Live

What You Will Learn

  • Understand the purposes of rules writing
  • Recognize the enemy of rules writers and what you can do about it
  • Understand all the details involved in rules writing
  • Benefit from actual examples
  • Think about all the non-rules items you might include with the rules
  • How and why rules are tested
  • Who Should Attend

  • Tabletop game designers (and wannabes)
  • Video game designers who use game design documents
  • Target Audiences

  • Tabletop game designers (and wannabes)
  • Video game designers who use game design documents
  • If youre doing it right, one of the hardest parts of game design is writing clear rules. If you mess it up, your game will be a dud, no matter how good the actual game is – because it wont be played correctly. How to write rules varies with your audience – of course. Polish the rules as you playtest.

    If youre designing a video game for other people to produce (program, art, sound, etc.) then you have to write very clear game design documents if you want things to work as you envision.

    This course is primarily about writing formal rules for games, usually tabletop games, but writing a game design document requires similar skills, as it must explicitly describe every possible interaction between player(s) and machine.

    Review:

    A other great course from Dr. Lewis Pulsipher. This is an one of a kind course on Udemy (the internet) about how to write rules for tabletop (board) games. All the dos and donts are discussed and more. From this course you will get some great tips if your planning to make a tabletop game your self. Highly recommend to watch. The teacher talks very clear and is easy to follow.

    Jimmy Voskuil

    Recommendation (from email to me):

    Last year I entered one of my games in the international Hippodice boardgame competition in Germany. Unfortunately I didnt make it to the final but did make it through to the first 33 (out 150) which meant it was playtested.

    They were so good as to give me some test results feedback a few months later. One of the most positive points was with regard to the rules!

    So I just wanted to thank you because by following your rules course, I picked up many things which improved the rulebook before I sent it off. Now I just need to use their feedback to improve the game some more – its overall score was good just not good enough for the final!

    Mark Bethell

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: What youll discover

    Lecture 2: Introducing the Teacher

    Lecture 3: How this class works

    Lecture 4: Anonymous (if you choose) Voluntary Entry Survey

    Chapter 2: Whats the purpose of written game rules?

    Lecture 1: The Tabletop Ideal would be . . .

    Lecture 2: The Video Game Ideal would be . . .

    Lecture 3: What are the objectives, what are you really trying to accomplish?

    Lecture 4: Game Design Documents – and Alternatives

    Lecture 5: Satisficing – the enemy youre faced with

    Lecture 6: Writing: Put yourself in the readers place (and try some odd readers!)

    Lecture 7: Common errors in explaining in-person how to play a game

    Lecture 8: Call a Spade a Spade – write plain English

    Lecture 9: The best way varies with the audience!

    Lecture 10: An exercise – write rules for a well-known classic game

    Lecture 11: The differences between mechanics, rules, and descriptions -and game design docs

    Lecture 12: Game design documents – and problems

    Lecture 13: Game Concepts, Treatments, and other Marketing Documents

    Lecture 14: Sea Kings first full set of rules 1377 words

    Lecture 15: Sea Kings fifth set of rules 2917 words

    Chapter 3: Writing the rules

    Lecture 1: Rules Length

    Lecture 2: Software for Writing Rules

    Lecture 3: Tone of voice: passive/active, impersonal/personal

    Lecture 4: Skimmers

    Lecture 5: Twenty Dollar Words

    Lecture 6: Sequence of Play versus Reference Rules

    Lecture 7: Close is good enough is a bad motto, even though perfect is unattainable

    Lecture 8: Britannia second edition Reference Rules

    Lecture 9: Britannia second edition Sequence of Play rules (as rewritten by Fantasy Flight)

    Lecture 10: Put How to Win up front to provide context

    Lecture 11: Rules on the cards

    Lecture 12: What can you not legislate against?

    Lecture 13: One-page rule summary sheets

    Lecture 14: Example: A one-page reference (Quick Guide to Britannia)

    Lecture 15: Example: Players Aid for Pacific Convoy

    Lecture 16: An outline for Sequence of Play rules

    Lecture 17: Drafts, drafts, and more drafts – its not write once and done

    Lecture 18: Use of graphics in the rulebook

    Lecture 19: Editors and editing – and developers

    Lecture 20: Overly Concise rules may be Incomplete or Incomprehensible

    Lecture 21: How much repetition should be in the rules?

    Lecture 22: Various approaches to writing the rules

    Chapter 4: Testing and improving the rules

    Lecture 1: Testing rules as you playtest the game

    Lecture 2: People who make up their own rules without knowing it!

    Lecture 3: Blind testing

    Lecture 4: Distributing rules before the game is published

    Lecture 5: Living Rules

    Lecture 6: Dont make it easy for players to fail to follow the rules

    Chapter 5: What might be in the rules, other than rules?

    Lecture 1: Rules often missed or misunderstood

    Lecture 2: Examples of Play

    Lecture 3: A Play-through

    Lecture 4: Example: Historical walk-through of the first two turns of Britannia

    Lecture 5: FAQ (Frequently Asked Questions) in the Rules? No

    Lecture 6: Optional Rules and Variants

    Lecture 7: Strategy/Playing Hints

    Lecture 8: Designers Notes

    Lecture 9: Learning Aids that arent in the box (are online)

    Lecture 10: Example: Quick How to play Britannia MP3 audio file

    Lecture 11: Example: A text strategy aid posted online – for Britannia

    Lecture 12: Example: A strategy hint audio aid posted online – for Britannia

    Lecture 13: Flowcharts? Lookup Tables? No.

    Lecture 14: The peculiarities and special cases of RPG rules

    Chapter 6: Conclusion

    Lecture 1: Rule Translations

    Lecture 2: Pacific Convoy first full set of rules (2219 words)

    Lecture 3: Pacific Convoy sixth full set of rules (3939 words)

    Lecture 4: Online Resources

    Lecture 5: 11 Need to Knows about Writing Well, Part 1

    Lecture 6: 11 Need to Knows about Writing Well, Part 2

    Lecture 7: Exit Survey

    Lecture 8: Conclusion, and Where to from Here?

    Lecture 9: All the slides used in this course up to 15 April 14

    Chapter 7: Bonus Material

    Lecture 1: Bonus Lecture – Lews online courses and information sources

    Lecture 2: Why I wrote my book Game Design

    Lecture 3: What makes my Game Design book unusual or unique?

    Lecture 4: 10 need to knows about writing clear rules (and game design documents), pt 1

    Lecture 5: 10 need to knows about writing clear rules (and game design documents), pt 2

    Instructors

  • How to Write Clear Rules (and game design documents)  No.2
    Lewis Pulsipher
    Commercially Published Game Designer, College Teacher
  • Rating Distribution

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  • 2 stars: 1 votes
  • 3 stars: 5 votes
  • 4 stars: 7 votes
  • 5 stars: 12 votes
  • Frequently Asked Questions

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