Every board game rulebook is awful [pdf]

Overall sentiment on rulebooks

  • Many commenters agree most rulebooks are hard to learn from and worse as references, especially for medium/heavy games.
  • Others argue there are well‑written examples and that the title overstates the problem.
  • Several note that in practice they almost never learn new games from rulebooks anymore, but from YouTube “how to play” or in‑person teaching.

Complexity vs design

  • A recurring view: once rules need dozens of pages, no amount of editing fully solves the learning problem; the underlying game design is a big part of the issue.
  • Some prefer simple games with deep strategy; others explicitly like “crunchy” rulesets and accept complex manuals as the price of that depth.
  • There’s concern that crowdfunding and “maximalist” designs encourage bloated, fiddly systems that are hard to document and teach.

Rulebook structure and best practices

  • Strong support for having multiple layers of documentation:
    • Quick start / “first game” walkthrough.
    • Main rules for normal play.
    • A “law” / reference document with precise, indexed rules and FAQ.
  • Common complaints: rules introduced out of order, missing or inconsistent terminology, crucial mechanics only explained in examples or walkthrough sections, and narrative/flavor text interleaved with core rules.
  • Good practices praised: clear win condition up front, diagrams and examples, player aids/cheat sheets, glossaries and indices, numbered sections for easy referencing, and rules duplicated on cards/boards where they’re needed.

Videos, playtesting, and learning styles

  • People split on video vs text: some absorb rules far faster from a short demo video; others strongly prefer reading and find videos slow and imprecise.
  • Several argue rulebooks themselves should be playtested with fresh players, not just the game mechanics, though others say usability tests find problems but don’t invent structural solutions.
  • Many describe teaching techniques that mirror the essay’s advice: start with objective and flow, then layer in detail and strategy hints while playing.

Connections to technical writing and software docs

  • The PDF is seen as a substantial technical‑writing guide disguised as a rulebook case study; some find it valuable, others are put off by its 100–150 page length.
  • Multiple commenters connect its ideas to the Diataxis/“four‑types” documentation model and see strong parallels between game manuals and software documentation problems.