I used to rewrite board game rulebooks as a hobby. I rewrote about 20 different rulebooks as practice in technical writing. I thought I was getting pretty good at it, but something still felt wrong about my rulebooks.
Then I took grad school classes in technical writing and communication.
And then I started to hate all rulebooks.
I hated rulebooks so much that I drafted an outline for an essay about it. I spent months looking up lectures and columns about technical writing in multiple genres. By the time I had finished, that "essay" had stretched to about 90 page of material. It started to feel like my graduate thesis.
This essay includes:
Writing advice from editors, teachers, and writers in different disciplines
Examinations of scientific evidence about learning styles and memory
Case studies into the rulebooks from On Mars, Keyflower, Stardew Valley, Acquire, and Teotihuacan
A prototype model rulebook for Stardew Valley: the Board Game that suggests a new rulebook model based on textbooks or tutorials
Plenty of quotes from people complaining about the mind-numbing awfulness of board game rulebooks
I tried to write this document in a casual tone for a general audience. I've started a discussion thread on BoardGameGeek, and I'm asking around for feedback. I'm a grad student trying to critique an entire genre of technical writing, and I assume that this concept will need testing and iteration. I appreciate your feedback!























