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The Best Rulebooks
- Colorcrayons
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- D8
- Wiz-Warrior
Same can be said of the DDAS/Dungeon Command/ Lords of waterdeep books.
Prime, laudable examples of how throwing a bit of money and time into them yields results that can be viewed as what the industry standard should be.
I have had some really good luck with the majority of ravensburger titles too. They seem to "get it".
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I think the FFG "Fury of Dracula" was pretty clear and well organised.
"Marvel Heroes" (french translation from the italian) was pretty poor, it was difficult to get the game from its rulebook.
"War of the ring" was pretty to difficult to get too.
"Age of Conan", i have the french edition but i have also checked the italian and english versions to find informations, confirmations. The rules are in a different order depending on the language, wich says a lot about the mess that Ares made with the release of this game ! Not very good.
"Blood bowl team manager" has a pretty good rulebook !
"Death angel" is average, there are some things that were hard to grab without more informations.
"Arkham Horror" FFG, very disorganised. You can understand the game with the rulebook, but it is not well organised at all.
"Eldritch horror' : Excellent Rulebook from the start.
"Dungeonquest" FFG revised, excellent rulebook !
"Elder sign" revised, a bit confusing at first, not the best one.
"Lord of the Ring" Knizia, last FFG edition, very fine rulebook.
"Legend of Andor" (recent french edition), a rather good, clean ruleboook
"Chaos Marauder" FFG, very fine.
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- Cranberries
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- D10
- Don't give up.
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"Warhammer Invasion LCG", very fine
"Star wars LCG", excellent rulebook. I think it is from this game that i noticed that the FFG rules had improved.
"Lord of the rings LCG" : daunting, heavy, confusing rulebook. It's impressive that this game became popular with such a rulebook...
"Warhammer Diskwars" : the rulebook is clear and simple, too simple in fact as it left quite a few questions unanswered (especialy about close combat).
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- Legomancer
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- D10
- Dave Lartigue
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Thankfully we seem to be getting away from that, as I haven't seen it in a while. One of the best rulebooks I've seen lately is that for Imperial Settlers, but only because it's such a radical departure from previous Portal rulebooks, which were a fucking mess. Still, it does a thing that's common now, which I hate: passes off important rules in an aside. It's very easy to completely miss what shields do and how, as it's not in the main rules but tucked away in a side-box. You'd think a commandment such as "PUT THE RULES IN THE RULES" wouldn't be necessary but here we are.
Also an anti-vote for Mage Wars. There are some clear and concise rules there, surprising for a complex game, but the game throws a lot of card-and-power-specific special cases right in the middle of them. For example: "Mages can eat up to two apples per day, unless they have cast 'Phantom Apple' which will allow them to skip one apple. Also, if 'Eden's Bane' is in effect, no apples may be consumed." This is a lot of information which may never or rarely come to pass so why not put it in something explaining the cards or effects? The result of throwing every single situation into the basic rules has kept a couple of people I know from getting into a game that honestly isn't that hard to get started with.
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- Erik Twice
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- D8
- Needs explosions
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Chicago Express' manual is great and pretty much how they should all be: First, it tells you what's in the box and how you have to set up the game. Then it tells you what the goal of the game is and what you are supposed to be doing and then, once you have the game in front of you and know what you are supposed to do it tells you the game's sequence of play. So it explains how each action works, basically. And after that, it tells you what happens when a phase ends. Logical.
It's also very good when it comes to exceptions, examples and sudden phase changes. For example, when it comes to dividends it explains first what a divident is, then shows an example and then, in a separate box says, "When a company arrives to Chigago, something special happens, go to X page to find out!". Again, very easy to read and to consult.
I also respect those Avalon Hill-like rulebooks because they are clear and extremely easy to consult, but there's no reason to have them when you can do something like Chicago Express.
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Legomancer wrote: "Mages can eat up to two apples per day, unless they have cast 'Phantom Apple' which will allow them to skip one apple. Also, if 'Eden's Bane' is in effect, no apples may be consumed."
Is this example genuine? Made me laugh.
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