Why are the rules so bad written and why there is missing many important information?
One could say that the rules are not perfect and that a bit of clarification is needed here and there, and that would be true, but “badly written” and “missing many important information” are overstatements. In fact that is quite the contrary ; authors did a hell of a great job here.
I agree with Rhialto! I think the rules cover pretty much every aspect of the original gameplay and have lots of visual examples.
Maybe if you post what is puzzling you about the rules, we can help clarify that? 😉
@Rhialto – thank you very much for your supporting position regarding rules. We will always try to do our best, but we are all people and sometimes is not possible to avoid some small mistakes or missing parts…. Anyway – thank you again for your positive evaluation of our work.
@Jiri – I understand that some people feel sometimes a bit frustrated with a rulebook, which is highly layered and contains many explanations of more complex mechanics or interactions between them…. but unfortunatelly this is mostly the case with more complex strategic games.
Honestly I also disagree with your direct definition “bad written and …. missing many important information.” Those are probably not the best rules ever written, but they represent more than a good average and I would say that you will find every important information in there, if you read them carefully.
I totally agree with Rhialto that some more complex parts probably need some clarifications, but in the most of the cases we skipped that part on purpose with the very complex explanation of a more or less rare scenario or ingame situation, just to make the rules more readable…. Our intention was to fit in 12 pages (based on the volume of important information we’ve initially calculated) and when writing a rulebook a game designer has always to make some small compromises and to decide between the 2 extreme points on both ends of the difficulty scale. Should I write a 30 pages rulebook, where every single detail and game situation is explained twice and triple (just to be sure that my public understands me correctly)…. should I write an 8 pages “quick rules overview”, or should I stay in the middle trying to explain all very important rules and situations and taking the risk to skip some very rare or not so important / mostly intuitive cases…
I can tell you that every approach has supporters and a game designer has just to decide, which one is fitting best in his personal concept for the game. But there are always some unsatisfied fans like you for example. I really apologize that you are disappointed with our work, but on the other hand we are pretty happy to have thousands of fans around the globe already, who are pretty satisfied with our work and we are still receiving very positive and sometimes excellent feedback regarding the rulebook (especially from native speakers, which was very important for us).
So in TOTAL, despite some small mistakes or missing clarifications (partially made on purpose avoiding some boring details, just to reach a greater goal called “clear structure”) we are more than happy with the results based on the statistical feedback we received in the past 6 months. Sorry to hear about your position, but I’m always ready to help and totally open to discuss misunderstandings or missing parts. We will be there for you, if needed, so please place your questions 🙂 ! This Q&A section and our complementary rules section are made exactly with those thoughts in mind 🙂 – to compensate the small missing parts, to discuss complex interactions between mechanics in the game and to clarify everything you need…Thanks for understanding and have fun with the game despite the initial troubles with the rules 🙂 …