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A Gnome's Ponderings

I'm a gamer. I love me some games and I like to ramble about games and gaming. So, more than anything else, this blog is a place for me to keep track of my ramblings. If anyone finds this helpful or even (good heavens) insightful, so much the better.
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Sometimes the rule book can be the biggest stumbling block

Lowell Kempf
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A friend of mine likes to say “Jargon is an impediment to communication.” He works in middle management so I figure he knows what he’s talking about when he says that specialized terms can sometimes cause other people to have no idea what you’re talking about.

Games tend to have a lot of specialized terms, sometimes using regular old words in different ways. Some role playing games, with their love of acronyms, practically sound like you’re talking to each other in computer language. And when you see a commonly used term being used in a different way or a different term used in place of a common term, it can at least make you question what the designers were thinking, possibly even really confusing the heck out of you.

That same friend, while he likes Mystery Rummy: Jack the Ripper, hates the fact that the draw pile is called the case file and the discard pile is called London, something you can’t escape from since those terms on the playing cards. Yes, it is atmospheric but it makes it just that much more difficult to teach the game and to remember what the game’s jargon is.

When I was reading the rules to Master of Rules (thanks Tanga) recently, I found myself wondering what they were thinking when it came to using the word trick.

For those of you haven’t played Master of Rules (and, to be honest, I’m one of those people. I’ve just read the rules. I haven’t had a chance to play it yet), it’s a game where players take turns playing two cards per turn. One of those cards is a number card and the other is a Rule Card, which states the condition in which the player can earn the Rule Card they played as a point, a condition that involves all the number cards that have been played that turn.

The game itself actually looks pretty simple with some nice bluffing elements, as well as some nice game theory elements since you need to predict what the other players are going to do. However, as ironic as it is for a game called Master of Rules to do this, I think the rules kind of fell down on the job.

Honestly, I think that the rules were a little confusing about order of play (you always redraw after you play a card but those actions were listed in different sections of the order of play) and I think calling the Rule Cards Goal Cards would explain what they do much better, although Master of Goals isn’t as cool a name.

However, when the rules called each player playing a card a trick, my brain went “Wha?”

Maybe that is technically true but each player has to play two cards (two tricks per turn according to the rules) before anything is resolved and the turn could be resolved with no players getting a point or multiple players getting a point.

The word trick automatically brings to mind trick-taking games like Euchre or Bridge or Wizard or, well a whole lot of other games, old and new. And I don’t think there is anyone who could argue that Master of Rules is a trick-taking game with a straight face. The use of that one word made me reread the rules twice to make sure I wasn’t missing something.

Now, you can point out that the game has been translated from another language (and I think most of the people reading this blog has seen some translating doozies) and that I am being pretty darn nit-picky here. And, those are both good points.

However, let’s be honest here. The rule book is an integral part of a game. And when you are learning a game through the rule book or you have to teach a game using the rule book, you want that rule book to be as clear as possible. If a rule book makes learning a game more difficult or more frustrating for the people who I am teaching, that make the rule book an obstacle in ever playing the game at all.

Now, there are extenuating circumstances. If I am reading the rules to a longer and more complicated game like, say, Advanced Squad Leader or Star Fleet Battles or even Dominant Species, I expect to make mistakes learning the game and for the rule book to be complicated. But when a one-sheet instruction manual for what looks to be a fairly simple game that should take a half hour or less to play is confusing, that’s an issue.

I have seen far, far worse rule sets but its been a while since I read a rule set that made me go "Wha?"
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Subscribe sub options Thu Aug 25, 2011 10:58 pm
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Russ Williams
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Unconsciously/automatically translating a word in the source language to a similar root (with a slightly different meaning or connotation) in the target language no doubt explains many rules translation problems. E.g. the German "Stufe" getting translated to "Step" in the English Power Grid rules is often mentioned as a terrible confusing choice of terminology, since "step" in English game rules sounds much finer grained and local instead of referring to the beginning, middle, and end periods of the entire game.

Quote:
the draw pile is called the case file and the discard pile is called London

Yes, I hate that. "Let's ignore established terminology that all gamers know well and make up our own terms for these established standard game concepts!"
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  • Edited Fri Aug 26, 2011 8:07 am
  • Posted Fri Aug 26, 2011 8:07 am
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Matt Hulgan
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Quote:
the draw pile is called the case file and the discard pile is called London


Netrunner is especially bad about this. Your draw deck is referred to everywhere as R&D, your hand is HQ and your discard pile= "the archives." These terms make it more thematic but also a pain to teach.

Great game none the less.
 
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  • Posted Fri Aug 26, 2011 9:09 pm
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Todd Redden
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Yes, foreign language idioms, especially translations, can really mess up the intended meaning. I once helped the designer (Andreas Pelikan) of the the Alea game Witch's Brew to come up with an impromptu English translation of the rules for that game, and some of the terms he used to distinguish "hand" from "round" from "turn" were really fuzzy, and I had to completely rework the wording to make any sense out of it. I find those terms to be the most misused of all, and wish all writers of rules would use consensus when it comes to what they mean when they say "turn", "round" and "phase" for example. A turn should be that time used by one player, a round should be the collection of one turn by all players (though sometimes a round should mean something else well defined in the rules set when players don't necessarily use up the same amount of game time as in a simple turn.) A phase should be a collection of rounds or some other well defined larger unit of game time, such as a block of game time triggered by a particular event in the game, for example. What really ticks me off is when rules writers use the term "turn" when they really mean "round" (as described above.) It happens all the time.

Another troubling rules set is that for Glory to Rome, where it actually suggests for new players not to learn by reading the rules, but to be taught by somebody who already knows how to play. Huh?
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  • Edited Sun Aug 28, 2011 10:07 pm
  • Posted Sun Aug 28, 2011 10:00 pm
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Patrick Carroll
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tmredden wrote:
Yes, foreign language idioms, especially translations, can really mess up the intended meaning. ... What really ticks me off is when rules writers use the term "turn" when they really mean "round" (as described above.) It happens all the time.

Another troubling rules set is that for Glory to Rome, where it actually suggests for new players not to learn by reading the rules, but to be taught by somebody who already knows how to play. Huh?

Sometimes these problems come up even when the original rules are in English. How 'bout "bound" instead of "turn"? I've seen that in some miniatures wargame rules from the UK. Speaking of which, did you ever try learning De Bellis Antiquitatis by reading the rules? I did. That's another game where newcomers are advised to learn the game from someone who already knows how to play. The rules author, Phil Barker, writes in a very compressed style. It's all perfectly good English, but as you read, it feels like you have to translate the words or "decompress the file."
 
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  • Posted Sun Aug 28, 2011 10:55 pm
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Russ Williams
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tmredden wrote:
Another troubling rules set is that for Glory to Rome, where it actually suggests for new players not to learn by reading the rules, but to be taught by somebody who already knows how to play. Huh?

I see that in a fair number of rulebooks. It's a pet peeve for me too. It sounds like "Sorry, we were too lazy/incompetent to make the rulebook useful, so just get someone to teach you."

It makes me imagine an experimental "viral" game that intentionally has no rulebook and can only be learned by others who know the game already. Well, there is the gimmick card game Mao like that, but it is a bit different since the "teacher" intentionally doesn't teach the game up front.
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  • Posted Mon Aug 29, 2011 8:38 am
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Todd Redden
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russ wrote:
tmredden wrote:
Another troubling rules set is that for Glory to Rome, where it actually suggests for new players not to learn by reading the rules, but to be taught by somebody who already knows how to play. Huh?

I see that in a fair number of rulebooks. It's a pet peeve for me too. It sounds like "Sorry, we were too lazy/incompetent to make the rulebook useful, so just get someone to teach you."

It makes me imagine an experimental "viral" game that intentionally has no rulebook and can only be learned by others who know the game already. Well, there is the gimmick card game Mao like that, but it is a bit different since the "teacher" intentionally doesn't teach the game up front.

There is another game called Quao, pronounced "Cow" where the object of the game is to figure out the rules (probably the same game as Mao which you mentioned). Only the "Quao" knows what the rules are (which change from game to game) and it becomes the other player's goal to figure out what the rules are (within the card set, which doesn't change). It strikes me that in other games where such a suggestion is made (ie - Glory to Rome), that there would have to be a direct link between all players and the game's designer in order to follow that directive.
 
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  • Posted Mon Aug 29, 2011 12:18 pm
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Russ Williams
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tmredden wrote:
there would have to be a direct link between all players and the game's designer in order to follow that directive.

Yes, exactly. It reminds me of the idea of Erdős number.
 
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  • Posted Mon Aug 29, 2011 2:01 pm
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