Sanity Test for Harvest Crunch

71/100
Final Score
Charming card drafting game with clear (if slightly verbose) rules.
Completed March 7, 2021 by Chris Aylott

Rules 59/80

Structure 7/9

Follows the expected structure.

Requirements 0/3

Does not list requirements. The cover would be a good place for this.

Introduction 2/3

The theme statement is short but gets the feel of the game across, especially given the graphic treatment of the rules.

Overview 2/3

Summarizes how to win and what you do to get there.

Component List 4/5

Components are listed. It's not instantly clear from the layout that the crop and the equipment cards are all part of the set of 90 Farm cards -- this is a very minor issue, but you might consider tweaking the layout or adding "Crops and Equipment" as part of the Farm Cards listing.

Component Pictures 2/3

Components are easily identifiable from the pictures.

Setup 8/10

The setup rules are clear. Watch out for typos like "seperate" (should be "separate") here and in other sections.

Setup Pictures 5/7

Pictures show where everything goes, and provide an assist to understanding the number of cards per player.

Game Play 10/15

Overall, the gameplay and card descriptions are clear. Some points to consider:
-- It's nice to see a round summary at the start of the gameplay rules. You might want to refer to "Each" round having 4 steps instead of "One" round, avoiding any question of whether other rounds have a different step count.
-- You can make the card descriptions more efficient and easier to parse by dropping "allow you to". Try simpler declarative sentences like "Combines double the value of one Crop card you sell."
-- Similarly, phrases like "put all Farm cards played that round in the discard" could be more efficiently stated as "Discard all Farm cards played that round." ("Discard" is a common enough term that you can reasonably assume anyone playing this game will know it.)
-- You're doing a lot of underlining here, especially in the later parts of the rules. Underlining is useful to add emphasis, but there's enough here that it's hard to see which points are most important. Try cutting it in half and seeing if testers have any trouble understanding the rules.
-- Is money open or hidden? I'm assuming open, given the backs of the cards and the lack of a screen, but some players will be more comfortable if you confirm this in the rules.
-- Sometimes the examples are hard to distinguish from the main rules text. (For example, the Farmer Cameron paragraph in sales section). Consider adding something to highlight the examples, whether it's a box treatment, italic text, or even just "For example," at the start of the paragraph. :)
-- You probably don't need to describe / provide an example for how to make change. You don't really need the space, but consider dropping that so the player has less information to sort through.

Game Play Pictures 5/7

Good diagrams showing which cards do what and how steps of play work.

End Point 5/6

The game end, victory points, and tie breakers are clear. (That's a *lot* of tiebreakers for a light game like this, but it's more of a quirk than a flaw.)

Overall Comprehension 4/4

I could sit down with any game group and play this with confidence. I don't get to say that as often as I'd like, so the clarity of these rules is much appreciated.

Clarity 3/3

Despite the heavy underlining and the occasional typo, this is very solid rules writing. You're probably over-explaining a little -- you can reasonably assume that anyone who encounters these rules has a basic understanding of the mechanics of card games, and knows how to draw, deal, discard, et cetera. But "explains a little too much" is a lot easier to work with and polish than "explains too little or badly."

Presentation 2/2

The presentation and layout is clear, light-hearted, and fits the them well. Nice job!

Shop Presentation 12/20

Ad 2/3

The basic pitch is charming and compelling. I like the play summary ("Collect a unique hand of tractors, combines and silos!"), and the bullet points about the colorful components and card drafting. The "never the same game twice" is pretty generic, and it feels like you could come up with something stronger.

Backdrop 1/1

Nice background that uses the art from the game well. The "Designed by" text line feels a little out of place, and might look better if it's on the same horizontal line as the requirements.

Logo 1/1

Fun logo that fits in well with the backdrop.

Action Shots 4/5

The product shots look good, and I especially like the collage of cards image. You might want to get a play group together and get a couple of shots of them having fun with the games; I have a feeling you'd get some good reactions there.

Description 4/5

The text description is short, but the excellent graphic representation of play carries the weight here. Consider throwing a comma after "In this card drafting game", just to break up the sentence and give the reader's eye a spot to rest for a moment.

Video 0/5

No video. This would be well worth doing; I think the game will show well.


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