"I Do" is a game that is relatively simple as an idea, however once the game in is play, multiple factors effect the player, therefore rules are needed to ensure the players spend the majority of the game enjoying the experience, rather than referencing notes with boredom. Regardless as to whether the game is simple enough to understand, along with the board, the draft and the play testing notes, the instructions are a deliverable of this assignment, therefore not only is the board game under question, but so are the instructions.
The instructions will be handed out to each and every player. This is once again a conscious decision as the first board game I developed came with one set of instructions that each player had to read individually - this not only slowed down the game and in result started players off with a negative frame of mind, but it also cut the play testing session short and therefore, players had less time to play the board game.
The first draft of the instructions are below.
I personally believe these instructions are simple to read and digest. The question is are the rules successful? Are the rules balanced? Do the rules work with each other? Only the play-testing session will determine if this is the case. One certainty is that the instructions need a visual overhaul to make reading the instructions more entertaining - players need to feel like they are reading the instructions of how to play a game, not how to organize a funeral.
NEXT POST: WHAT'S MINE IS YOURS: PLAY TESTING SESSION AND NOTES
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