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Quality of Rules.


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#1 mischraum.de

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Posted 16 August 2011 - 01:44 AM

I like a lot of FFG games. The rule books are always beautiful to look at. But more often than not they make grasping the rules more difficult than it should be. I think they should not only playtest their games but also "ruletest" them. Maybe someone from FFG who cares will read this post.

 


Travelling for LCG tournaments: Amsterdam, Gen Con, Genoa, Göteborg, Liege, Salzburg


#2 DeFrank

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Posted 16 August 2011 - 04:18 AM

 Storm Sorceress -> Gold -> Pegasus Riders



#3 DeFrank

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Posted 16 August 2011 - 10:55 AM

replied to wrong thread. :)



#4 Magehammer

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Posted 17 August 2011 - 04:53 PM

 Yes, you have to read these rules very carefully. Some important things (like refreshing your hand after the Event Phase as well as at the end of every player's turn) are buried in paragraphs. 

 

Then there is the how-do-you-determine-which-Neutral-Cities snafu. 

But, after a careful reading, you will be just fine. 

 

 



#5 Shelfwear

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Posted 04 September 2011 - 02:23 AM

Yes, that struck me too. Usually rules of FFG games are really well written (LotR LCG for example), whereas the Rune Age rulebook surprised as it feels like being at some Alpha writing stage. Central mechanisms like Event phase/redraw, neutral cities or starting player/player order are either hidden in paragraphs, scattered around or not fully explained respectively you have to deduce those infos from cards or thinking around the corner.

Nice game, weak rulebook...



#6 arkhamresident

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Posted 09 September 2011 - 06:03 AM

Shelfwear said:

Yes, that struck me too. Usually rules of FFG games are really well written (LotR LCG for example), whereas the Rune Age rulebook surprised as it feels like being at some Alpha writing stage. Central mechanisms like Event phase/redraw, neutral cities or starting player/player order are either hidden in paragraphs, scattered around or not fully explained respectively you have to deduce those infos from cards or thinking around the corner.

Nice game, weak rulebook...

Give the Arkham Horror rulebook a read if you want another example of the madness inducing powers of FFG rulebooks.


The man who doesn't read good books has no advantage over the man who can't read them.
 
Mark Twain

 

 

 





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