Sanity Test for Pirate Mutiny!

81/100
Final Score
A few clarifications and some flavor will make this good rulebook exceptional.
Completed August 23, 2017 by tresjax

Rules 65/80

Structure 7/9

The rulebook is generally clear and easy to follow.
While Calculating VPs explains that players keep track of their own points, they need that information after The Accusation, when they first have the opportunity to gain points.
The Mutiny! — "... using the dice that are thrown by the Ringleader." The table under Weaponry Cards should be in this section. That's when we need to know how many dice to throw and how to calculate their scores.

Requirements 0/3

Age range is the only requirement not listed.

Introduction 0/3

The theme is so fun, and it comes through well in the ad, but it's missing in the rulebook.

Overview 3/3

While not concise, the Overview section is clear and is exactly what is needed for this rulebook. Players will appreciate understanding how the different phases work, and why they work that way.
The last sentence about setting your own winning conditions should reference the page number of a variant that offers some guidance for doing so.

Component List 5/5

Spell out D6 the first time it's mentioned. While common for gamers, don't assume the players will know what it means.

Component Pictures 3/3

While not included with the component list, pictures of all components are included as they are introduced and are quite useful in context.

Setup 10/10

The Setup section is clear and has graphics to support it.
Explaining the type of room you'll need is quite helpful.

Setup Pictures 5/7

Game Play 15/15

The Game Play section is quite good and has pictures to support it.
"Swift negotiations are advised ..." This needs more explanation. There's no timer running, so why do negotiations need to be swift?
Do players spread out and mingle or just sit around the table? Should people try to be secretive? This seems to be implied but could use a short sentence in the section on Trading.
The Accusation — Does CM refer to Captain's Mate or Crew Member? I assumed Crew Member at first, in which case it seems that all Mutineers would be detected if every Crew Member accuses. When do players reveal their roles if they weren't detected? Clarify this section.
What is a weapon shake?

Game Play Pictures 7/7

The tables and pictures are excellent and help with clarity.

End Point 2/6

In Game End criterion #2, what happens if two or more players tie?

Overall Comprehension 3/4

With a couple of clarifications, I could understand the rules well. In those cases, I can probably logically infer what to do.

Clarity 3/3

Introductory phrases need a comma after them. Examples are phrases that start with "With ...," "If ...," and "As a ..."
Be careful with compound nouns and verbs. "Lookout" is one word when it's a noun. "Lay out" is two when used as a verb, etc.
On the first page, "Players must make use their trading ..." needs "of" after "use."

Presentation 2/2

Headings and subheadings are very helpful; however, page numbers are desperately needed.

Shop Presentation 16/20

Ad 2/3

The ad is attractive and funny.

Backdrop 1/1

The backdrop is fine. I think you could use it showcase the game much better. It doesn't give me much about the game.

Logo 1/1

Action Shots 4/5

Everything is shown, which is nice. It might be fun to see people playing, especially because the game has such a strong social element.

Description 4/5

The description is engaging and immediately drew me in. It's funny and made me want to find out more. Well done.
The "Cool Factors" are also well chosen. The commas before the "&" should be spaces. Is "playability" supposed to "replayability"?

Video 4/5

The soundtrack is much louder than the voice, which is a bit distracting.
The description is good, and the still shots work, too.


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