--- name: rulebook-writing description: Expert guidance for writing UP SHIP! rulebook content following Euro-style board game best practices. Use when drafting rules sections, reviewing rules clarity, restructuring content, or ensuring consistency. Covers section ordering, terminology, formatting, cross-referencing, and audience design. --- # UP SHIP! Rulebook Writing Skill ## Overview This skill provides expert guidance for writing and maintaining the UP SHIP! rulebook, applying proven Euro-style board game rulebook best practices. It covers section ordering, writing style, terminology consistency, formatting conventions, and techniques for serving multiple reader audiences. ## Core Philosophy ### The Three Rules of Rulebook Writing 1. **Clarity Over Brevity**: A longer, clearer explanation beats a shorter, confusing one 2. **Sequential Disclosure**: Introduce concepts in the order players encounter them 3. **Consistent Terminology**: Use the same term for the same concept every time ### Three Audiences to Serve Every rulebook section must work for three types of readers: | Audience | Need | Design Approach | |----------|------|-----------------| | **First-time Players** | Learn from scratch | Sequential flow, define terms before using | | **Active Players** | Quick reference during play | Bold keywords, scannable structure, clear headings | | **Returning Players** | Memory refresh | Glossary, quick reference, section summaries | ## UP SHIP! Rulebook Structure ### Recommended Section Order The UP SHIP! rulebook follows this structure, informed by best practices: 1. **Title & Overview** (§1) - Game theme (Golden Age of Airships) - Player count, play time - Victory condition stated early - Game end triggers 2. **Glossary** (Front matter) - Quick reference for all key terms - Cross-references to detailed sections - Alphabetical for quick lookup 3. **Components** (§2) - Per-player components listed first - Shared components second - Include quantities and visual descriptions 4. **Player Board** (§3) - The Factory Interface zones - Blueprint mechanics (critical to understanding) - Crew tokens (Officers, Engineers) - Economy tracks 5. **Core Systems** (§4) - Technology acquisition (R&D) - Upgrade installation - Lifting gas system (Hydrogen vs Helium) 6. **Routes & Network** (§5) - Route types and requirements - Claiming routes - Income and scoring from routes 7. **The Game Loop** (§6) - Round structure overview - Worker Placement phase - Reveal phase 8. **Building & Launching** (§7) - Construction Hall actions - Launch requirements (Physics Check) - Hazard Check system - Fire and damage 9. **Deck Building** (§8) - Starting deck - Market Row purchases - Card icons and effects 10. **Age Transitions** (§9) - What carries over - What resets - Blueprint replacement 11. **Faction Rules** (§10) - Germany, Britain, USA, Italy - Unique abilities and constraints 12. **Advanced Rules** (§11) - Optional variants - Solo mode (if any) 13. **Detailed Procedures** (§12) - Edge cases - Specific action procedures - Timing windows 14. **Appendices** - A: Design Notes / TODO - B: Quick Reference - C: Technology Tiles - D: Upgrade Tiles - E: Hazard Deck - F: Market Deck ### Key UP SHIP! Cross-References These interconnected systems require consistent cross-referencing: | System | Cross-References To | |--------|---------------------| | Blueprint (§3.2) | Technology (§4), Upgrade (§4.2), Launch (§7) | | Physics Check (§3.2, §7.2) | Gas Cubes (§4.4), Weight (§3.7), Lift (§4.4) | | Hazard Checks (§7.3) | Ship Stats (§3.7), Appendix E | | Age Transitions (§9) | Blueprint (§3.2), Technology (§4), Routes (§5) | | Progress Track (§1.3) | Launch (§7), Game End (§1) | ## Writing Style Guide ### Verb-First Instructions Start instructions with the action verb: ```markdown # Good Draw 2 cards from your deck. Place 1 Agent on an empty Ground Board location. Compare your ship's Speed to the Hazard difficulty. # Avoid You should draw 2 cards from your deck. The player places 1 Agent on a Ground Board location. Your ship's Speed is compared to the Hazard difficulty. ``` ### Consistent Terminology UP SHIP! uses specific terms that must be consistent: | Use This | Not This | |----------|----------| | Agent | worker, meeple | | Blueprint | ship design, schematic | | Gas Cube | gas token, lifting gas | | Hazard Check | danger roll, risk test | | Install | attach, place (for upgrades) | | Claim (route) | take, capture, control | | Acquire (technology) | buy, purchase, research | | Launch | deploy, send, fly | | Physics Check | lift check, weight check | ### Capitalization Rules | Capitalize | Don't Capitalize | |------------|------------------| | Game terms: Agent, Blueprint, Hazard Check | Generic words: route, card, token | | Phase names: Worker Placement, Reveal Phase | Common verbs: draw, place, move | | Zone names: Drawing Office, Launch Hangar | Directions: left, right, top | | Upgrade types: Frame, Fabric, Drive, Payload | Stats unless specific: speed, range | | Age names: Age I, Pioneer Era | General time: early game, late game | ### Bold Usage Use **bold** for: - First mention of a defined game term - Key warnings or reminders - Cross-section references: "See **Section 7.3 Hazard Checks**" ### Numbers and Quantities - Spell out numbers one through nine - Use numerals for 10 and above - Always use numerals with units: 5 Lift, £3, 2 Research - Use numerals in tables and stat blocks ### Example Format Use callout boxes for examples: ```markdown > **Example:** Anna launches her airship with Speed 3 and Range 4. > She draws a Hazard Card showing Engine Failure (Reliability 3). > Her ship has Reliability 2, so she fails by 1. The Hazard takes effect. ``` ## Formatting Best Practices ### Section Headers Use hierarchical headers consistently: ```markdown # 7. BUILDING AND LAUNCHING SHIPS ## 7.1 Ship Construction ### Construction Hall Actions #### Building from Blueprint ``` ### Tables for Stats and Options Use tables when comparing options: ```markdown | Gas Type | Cost | Lift | Fire Vulnerability | |----------|------|------|--------------------| | Hydrogen | £1/cube | +5 | Vulnerable | | Helium | £2-15/cube | +5 | Immune | ``` ### Lists for Sequential Steps Use numbered lists for procedures: ```markdown **To Launch a Ship:** 1. Verify Physics Check passes (Lift ≥ Weight) 2. Pay Officer cost (1 per Age number) 3. Spend gas cubes from Gas Reserve 4. Draw Hazard Card and resolve 5. If successful, claim route and move ship token ``` ### Cross-References Format cross-references consistently: ```markdown See Section 7.3 for Hazard Check procedures. (See §3.2 Blueprint for slot types.) Refer to Appendix E: Hazard Deck. ``` ## Common Mistakes to Avoid ### 1. Forward References Without Definition **Bad:** "Place gas cubes (see Section 4.4) on your Blueprint." **Good:** "Place **Gas Cubes**—tokens providing +5 Lift each—on your Blueprint. See Section 4.4 for the complete gas system rules." ### 2. Inconsistent Terminology **Bad:** "Your workers... your agents... your meeples..." **Good:** "Your Agents" (consistently throughout) ### 3. Passive Voice **Bad:** "Cards are drawn by each player." **Good:** "Each player draws cards." ### 4. Ambiguous Pronouns **Bad:** "When it reaches the threshold, it ends." **Good:** "When the Progress Track reaches the threshold, the Age ends." ### 5. Mixing Rules with Examples **Bad:** "Install an Upgrade tile. For example, if you install a Diesel Engine..." **Good:** ``` Install an Upgrade tile in a matching empty slot. > **Example:** You install a Diesel Engine in your Drive slot. ``` ### 6. Burying Critical Information **Bad:** Long paragraph with "Note: Ships cannot launch if..." in the middle **Good:** Bold callout or dedicated subsection for critical rules ## Quick Reference Design Create quick reference materials that: - Fit on one page or card - Use icons consistently - Include turn sequence - List all Ground Board locations - Summarize key costs and limits ### UP SHIP! Quick Reference Elements - Turn sequence (Worker Placement → Reveal → Income/Cleanup) - Physics formula (Lift ≥ Weight) - Ground Board locations and their symbols - Technology track discounts - Age transition summary - Hazard Check procedure ## When This Skill Activates Use this skill when: - Writing new rules sections for UP SHIP! - Reviewing existing sections for clarity - Reorganizing content for better flow - Checking terminology consistency - Adding examples or edge case clarifications - Creating quick reference materials - Preparing rules for playtest feedback ## Supporting Resources This skill includes reference files in `references/`: - `section-templates.md` - Templates for each rulebook section with UP SHIP! examples - `writing-checklist.md` - Validation checklist for rules completeness and clarity ## Sources Best practices synthesized from: - [Meeple Mountain - Top Six Rules for Writing Rulebooks](https://www.meeplemountain.com/top-six/top-six-rules-for-writing-rulebooks/) - [Resonym - Writing Rulebooks](https://resonym.com/writing-rulebooks/) - [Brandon the Game Dev - Perfect Board Game Rule Book](https://brandonthegamedev.com/how-to-make-the-perfect-board-game-rule-book/) - [Board Game Design Lab - Writing Rules](https://boardgamedesignlab.com/rules/)