Maniacal Track · Read the system

The Rulebook
for Building
Rulebooks.

The full written course. Every fancy MIT phrase, dragged into daylight and rewritten so it reads like a friend who is far too excited about cardboard. Same ideas. Zero gatekeeping.

Chapter 00 · Start here

Spawn Point

Translated from the syllabus "Practical instruction in the design and analysis of non-digital games."We make paper games on purpose, and we figure out why the good ones work.

Forget everything that intimidated you about the word "design." A game is four plain parts in a trench coat. There is a goal you want. There are rules that stop you from grabbing it the lazy way. There are choices along the way that actually change what happens. And there is an ending you care about reaching.

Tic-tac-toe has all four. Chess has all four. The biggest game on your phone has all four, just buried under a few million dollars of art. Once you can see those four parts in anything, you have the eyes of a designer, and you got them for free in about ninety seconds.

Now the house rule that runs this entire course, and it is going to itch a little: we never grade you on whether your game is fun. We grade the care you put into building it and rebuilding it. Fun is what falls out when you do the work honestly. Chase the work and the fun tends to follow you home.

That rule is not us being cruel. It is us being Scandinavian about it. Around here, a broken game is not an embarrassment, it is free information. Deadlines are fixed, last-minute hero runs are useless, and nobody gets points for suffering. You get points for paying attention.

Plain-words glossary
Win condition
The fancy term for the goal. The thing that ends the game in your favor.
Emergent behavior
Stuff players end up doing that you never wrote down. Games grow weeds. The good ones are gardens.
▸ patch notes (your mindset)
  • BUFF curiosity over cleverness
  • NERF the fear of looking dumb
  • CUT the idea that designers are born, not built
▸ Try this now

Pick a game you love. Write four lines: its goal, one rule, one real choice, and how it ends. If a line is hard to write, you just found that game's soft spot. Keep the note.

Chapter 01 · The atoms

Mechanics

Translated from "Game Design Atoms" "The fundamental units of interaction from which dynamics emerge."The little rules that let you do stuff. Snap a few together and a game appears.

A mechanic is one rule that creates one action. Roll the die. Draw a card. Move a piece. Trade a card. Bluff your face off. Read that list again and notice they are all verbs, because that is the secret handshake. Mechanics are verbs. A game is a small fistful of verbs clicked together like bricks made of "you may now do this."

Take Monopoly and rip the theme off it. What survives? You roll, you move, you buy, you charge rent, you trade, and somebody eventually goes bankrupt and flips the board. Six verbs. That is the actual machine under the top hat and the tiny dog.

You already understand mechanics better than you think. Every time a game gets a patch and the forums scream that a weapon got buffed or nerfed, that is a designer reaching in with a screwdriver and tuning one mechanic. You are about to be the person holding the screwdriver, and honestly it is the best seat in the house.

Plain-words glossary
Mechanic
One rule, one action. A verb you are allowed to do.
Combo
Two mechanics that feed each other and make sparks.
▸ pattern to steal
  • list a game's verbs
  • delete all but one
  • build a whole game on the survivor
▸ Try this now

Pick any game you played this week. Write three things you can DO in it as single verbs. Then take one verb and sketch a brand new game built only on that. Hold onto it. That sketch is basically your first build assignment.

Chapter 02 · The heart of the whole thing

Meaningful Decisions

Translated from Norman, "The Design of Everyday Things" "Affordances and the visibility of system state inform the user's decision space."Players can only make smart choices about stuff they can actually see and understand.

This is the chapter the whole course leans on, so settle in. A choice in a game only counts when two things are true at once. It must have a real consequence, and the player must be able to see enough to choose on purpose.

If both options do the exact same thing, that is not a decision, that is decoration. And if the player is guessing completely blind with zero information, that is not a decision either, that is a coin flip in a costume. The gold lives in the gap between those two failures. Safe but slow against risky but fast. Now I have to actually weigh something. Now I am leaning over the table chewing my lip. That tension is the entire job description.

The second half, the seeing part, has a name: visibility. Can the player even perceive the information they need to choose well? A cluttered, confusing board makes clever people play badly, and when that happens it is not their fault, it is yours. Clear is kind. A legible board is a designer being generous.

Plain-words glossary
Affordance
A piece hinting at what you can do with it. A handle says pull.
Tradeoff
The price you pay for the thing you chose. No price, no real choice.
▸ red flags at the table
  • FIX "every option feels the same"
  • FIX "I had no idea that would happen"
  • FIX "wait, what can I even do?"
▸ Try this now

Find one turn in any game where every option feels identical. Change a single number so one option turns tempting and another turns scary. You just hand-built a real decision out of thin air.

Chapter 03 · The engine room · Boss 1 unlocks

Prototype & Playtest

Translated from the iterative design process "Rigorous use of the iterative design process and responsiveness to tester feedback."Build ugly, test it on real humans, change one thing, write it down, repeat forever.

Here is the loop every designer alive runs, from a kid on a kitchen floor to a studio in Stockholm. Step one, build the ugliest version of your game that you can physically play today. Index cards, bottle caps, scribbles on a napkin. Ugly is a feature. Ugly is fast, and fast is everything early on.

Step two, put it in front of a real person and then close your mouth. Do not explain it. Do not defend it. Watch their face. Confusion on their face is a gift to you, never a flaw in them. They are a free truth machine and they did not even charge you.

Step three, change exactly one thing, then log it like patch notes. "v0.1, dice felt swingy. v0.2, nerfed the top roll. v0.3, cut the trade rule, it was a mess." That little diary is your changelog, and it is the most honest document a designer keeps. One change at a time. Always one. Change five things at once and you will never know which one fixed it. Slow is smooth, and smooth is fast.

Plain-words glossary
Prototype
The rough, ugly, playable draft. The first playable.
Changelog
Your running list of changes. Patch notes for your own game.
▸ playtest discipline
  • DO watch faces, not words
  • DO change one variable
  • DON'T rescue the game by talking
Boss 1 · Single Mechanic

Build a whole game around ONE rule.

Minimize the number of mechanics until a single one is doing almost all the work of every decision. Strip, strip, strip.

  • Players: a stated number between 2 and 4.
  • Time: a new player learns, plays, and finishes in 20 minutes.
  • Deliver: the bits to play, printed rules, and a changelog from your very first test.
▸ Try this now

Build your one-mechanic game today, tape and hope included. Test it on one person tonight. Write your first three changelog entries before you sleep. You already own everything this assignment needs.

Chapter 04 · The x-ray glasses

The MDA Lens

Translated from Hunicke, LeBlanc & Zubek, "MDA" "Mechanics, Dynamics, and Aesthetics, viewed from the designer's and player's opposing vantage points."Rules, then what happens, then how it feels. You build one way. Players feel it the other way.

This is a pair of x-ray glasses you can put on any game forever. Three layers. Mechanics are the rules you literally write. Dynamics are what actually happens once people start playing. Aesthetics are the feeling it leaves in their chest.

The clever bit is the direction. You build left to right: rules first, behavior second, feeling last. But the player meets it right to left. They feel something first, and they will do almost anything to avoid reading your rulebook. So you are designing forward and they are experiencing backward, and a good designer keeps both directions in their head at once.

Gamers already named the middle layer. The meta is the dynamics. It is all the strategies and habits that emerge that nobody typed into the rulebook but everybody ends up doing. And remember: the same brick builds different houses. Draw a random card in a party game and you get a laugh. Draw a random card in a tense survival game and you get dread. Identical mechanic, opposite aesthetic.

Plain-words glossary
Dynamics
What the rules actually do when humans touch them. The meta.
Aesthetics
The feeling. Not the art. The emotional payload.
▸ how to use the lens
  • name the mechanic you wrote
  • watch the dynamic at the table
  • check the feeling it produced
▸ Try this now

Take your Boss 1 game. Write its mechanic, guess its dynamic, name the feeling you want. Then playtest and only watch for that feeling. Did it show up? If not, that gap is your next great problem.

Chapter 05 · In defense of luck

Luck & Hidden Info

Translated from Partlett, "The Role of Dice" "Stochastic inputs versus stochastic resolution, and the management of imperfect information."Luck before you choose feels like skill. Luck after you choose feels like fate. Secrets turn puzzles into mind games.

People love to declare that a game has too much luck, and they are usually half wrong, because there are two kinds of luck and they feel nothing alike.

The first kind happens before you choose. You get dealt a hand and then you adapt to it. That feels like skill, because reading a rough hand well is a genuine talent. The second kind happens after you choose. You make your plan, then you roll to see if it survives. That feels like fate. It is spicy and dramatic, and a small dose goes a long way. Neither one is bad. They are different tools, and knowing which you are holding is the whole point.

Then there is hidden information, which is closer to magic. The instant a player cannot see something, a face-down card or a secret goal, they stop solving a puzzle and start reading a person. That is the moment a board game quietly becomes a mind game, and it costs you exactly one piece of cardboard turned upside down.

Plain-words glossary
Input randomness
Luck you get, then plan around. Friendly.
Output randomness
Luck that judges your plan after the fact. Dramatic.
▸ luck dials
  • too swingy? move luck earlier
  • too solved? add hidden info
  • too tense? let players see more
▸ Try this now

Add one face-down element to any game you own. A hidden card, a secret objective, anything. Play a single round and watch how fast everyone starts studying each other instead of the board.

Chapter 06 · Feelings first · Boss 2 unlocks

Designing a Feeling

Translated from Assignment Two "Discover a combination of mechanics whose dynamic leads to a designer-chosen aesthetic experience."Pick the feeling first. Then hunt down rules that cause it.

So far you have built rules and noticed the feelings that fell out. Now you flip the whole thing. You pick the feeling first and reverse-engineer the rules that produce it. This is the move that separates a tinkerer from a designer.

There is a loose menu of the kinds of fun a game can serve up. Sensation, the simple joy of the bits in your hands. Fantasy, getting to be someone else. Story. Challenge, the satisfying climb. Fellowship, that warm together feeling. Discovery, poking the unknown. Expression, making the game yours. And surrender, the cozy kind where you let the game carry you for a while.

You do not need all eight. You need to pick one and aim at it like a target on a wall. Greed. Dread. Triumph. Glorious chaos. Name it before you build, and suddenly every rule has a judge. Does this serve the feeling? If not, it walks the plank. A clear target turns a thousand vague decisions into a few obvious ones.

Plain-words glossary
Aesthetic goal
The single feeling you are aiming for, written down.
Theme
The costume on the math. Supports the feeling or fights it.
▸ the 8 fun flavors
  • sensation · fantasy · story
  • challenge · fellowship
  • discovery · expression · surrender
Boss 2 · Experience & Aesthetics

Build a game that delivers one chosen feeling.

The bits, the title, the rules, the framing, all of it pulls toward a single aesthetic experience you decide up front.

  • Players: a stated number between 2 and 4.
  • Time: learn, play, and finish in 30 minutes.
  • Deliver: the game, the rules, and your stated feeling written at the top.
▸ Try this now

Write your target feeling at the top of a blank page before anything else exists. Build toward it. When you test it, if people feel something different, do not panic. Write the mismatch in your changelog and chase the gap. That chase is the assignment.

Chapter 07 · When you add people

Players & Systems

Translated from "Cybernetics," "The 3 Player Problem" & co-op design "Cybernetic feedback systems and the social dynamics of multiplayer interaction."Games are machines made partly of humans, and humans make everything weird in fun ways.

Start with feedback loops, the heartbeat of any competition. Positive feedback means the winner gets stronger for winning, so the leader snowballs and the game ends in a blowout. Negative feedback is the opposite. The game quietly helps whoever is losing, so the pack stays bunched and nervous to the very end.

You already know negative feedback by its gamer name: rubber-banding. The blue shell. The racing game that hands last place a speed boost. That is a designer deciding the field should stay close and tense rather than letting one person cruise to victory by lap two. Both loops are valid. You just have to pick on purpose.

Add a third player and you accidentally invent politics. With three people, someone who can no longer win still gets to decide who does. That is kingmaking, and it can quietly poison a design if you ignore it. Cooperative games have their own gremlin: one loud, confident player tends to take over and boss everyone around, the so-called quarterback problem. The classic fix is secret information, so nobody can see enough to run the whole table. And social games like Mafia or Werewolf strip it all the way down. There is barely a board. The system is the people, lying to your face.

Plain-words glossary
Rubber-banding
Negative feedback. Helps the loser, keeps it close.
Kingmaker
A player who can't win but gets to pick who does.
▸ multiplayer fixes
  • blowouts? add negative feedback
  • co-op bully? add secret info
  • boring 3p? watch for kingmaking
▸ Try this now

Take a game where the leader always runs away. Add one rule that helps last place. Play it. Did the table stay tense longer? You just tuned a feedback loop with your bare hands.

Chapter 08 · Point of view · Boss 3 unlocks

Perspective

Translated from Frasca, "Simulation 101" & Assignment Three "Abstracted models that reflect the ideals and beliefs of a chosen perspective, rather than a full simulation."Don't model the whole world. Model only the few things your character actually feels.

This is the deepest, most human chapter, because you are going to use a game to drop a player inside someone else's life. First, a key distinction. There is a difference between simulating a system and merely representing it. A simulation has working gears you can poke, and it pokes back. A representation is just a picture of the thing with nothing running underneath.

Here is the trap. New designers try to simulate the entire universe. Do not. You cannot, and you should not want to. Simulate only the handful of systems your character actually feels. If your game is about a night-shift nurse, you track exhaustion, hard triage calls, and the clock. The hospital's quarterly budget? She never touches it. Cut it without mercy. Cut everything your character does not feel in their body.

Done well, the player does not just learn facts about a life. They feel its weight from the inside, the squeeze of the choices that person lives with. That is the most powerful thing a game can do, and it is sitting right there waiting for you to attempt it.

Plain-words glossary
Simulation
A working model with rules you can interact with.
Representation
A picture of a system with no gears turning.
▸ focus discipline
  • KEEP systems the person feels
  • CUT systems they never touch
  • RESEARCH before you abstract
Boss 3 · Perspective

Put players inside one real person's view of one real system.

Historical or current. A real figure or a period-true character. The player should feel what it is like to engage with the system through that person's eyes.

  • Players: a stated number between 2 and 4.
  • Time: learn, play, and finish in 30 minutes.
  • Deliver: an abstracted model, not a full sim, plus the sources you researched.
▸ Try this now

Pick one real person inside one real system today. A striker, a smuggler, a city clerk, a factory owner. Find two real sources. Then list only the systems that person feels day to day. Those few systems are your whole game. Everything else stays on the cutting-room floor.

Chapter 09 · Rules are not sacred

Changing the Rules

Translated from De Koven, "The Well-Played Game" "The negotiation and renegotiation of rules as a constitutive act of play."Tweaking the rules to keep a game alive and fair is itself a kind of playing.

Time to kill a myth. The printed rulebook is a starting point, not a holy text, and treating it as scripture is the least fun thing a person can do at a table.

Every good game group quietly edits its games. You add a house rule because the official one is annoying. You ban a strategy everyone agrees is broken. That is not cheating, it is the community shipping its own balance patch. Some games even rewrite themselves on purpose. A legacy game permanently alters its own rules as you play, tearing cards, adding stickers, so your copy slowly becomes uniquely, unrepeatably yours. The game remembers what you did to it.

There is a gentle old idea buried here. Winning matters less than the game being well played, with everyone fully present and fully in it. Some of the best nights you will ever have at a table are the ones where you all agree to bend a rule just to keep the game alive and close. Two good sports beat one rules lawyer every single time.

Plain-words glossary
House rule
Your group's custom patch to a published game.
Legacy game
A game that permanently changes as you play it.
▸ healthy table ethics
  • fix the annoying rule
  • ban the broken strategy
  • protect the good game, not the win
▸ Try this now

Find a game everyone agrees is slightly broken. Write one house rule that fixes it. Test it twice. You just shipped a balance patch, which means you are officially a designer now. Welcome.

Chapter 10 · The final boss is clarity

Ship It

Translated from the Written Rules Style Guide "Prefer short, imperative sentences in the active voice. Include a complete component list."Tell players exactly what to do, in plain commands, and list every single piece.

One hard truth to end on, and it will make you better the instant you accept it. Your game does not truly exist until a stranger can play it without you in the room whispering corrections.

So your rulebook has a job, and that job is not to sound smart. It is to get out of the way. Four moves. One, set the scene in a sentence so players know what they are doing and why they should care. Two, list every component exactly, "100 blue wooden cubes," not "a bunch of pieces," so anyone can tell if something is missing. Three, write steps as short commands. "Place your marker in the hex," never "the marker is placed by the player." Four, show a photo of the setup, because one picture quietly defeats an entire paragraph of confusion.

And when you finally present your game to a room, resist the urge to tell them it is fun. Let them decide that for themselves. Talk instead about your process: what broke, what you changed, what a playtest taught you that you never saw coming. The story of building the thing is always more interesting than a sales pitch for it. That honesty is the whole reason this course exists.

Plain-words glossary
Onboarding
The first-play teach. How a stranger learns your game.
README
Your rulebook, basically. The thing that lets others run it without you.
▸ rulebook checklist
  • scene + goal in one line
  • exact component list
  • short imperative steps
  • a setup photo + flagged exceptions
▸ Try this now

Hand your written rules to someone who has never seen your game, then leave the room. Every question they ask is a missing line. Go write those lines. When the questions stop, you have shipped. That is the whole course. Now go make something only you would make.