Sanity Test for Burglar's Bluff

85/100
Final Score
Exceptional rules. Just a few nit-picky changes and a prettier layout would make them even better.
Completed October 11, 2018 by CrassPip

Rules 69/80

Structure 9/9

The ordering of the rules is sound. The headers and bullet points do a good job of distinguishing the hierarchy.

Requirements 3/3

Fine.

Introduction 2/3

The text is fine, but it's not overly original or inspired.

Overview 2/3

Covers some of the basics. I would mention that it's press your luck scoring.
It's good that you define melds, but I would go so far as to identify sets and runs too, something like "(i.e., sets of the same number and runs of sequential numbers)".

Component List 4/5

Card list with counts.

Component Pictures 2/3

One picture of a sample of cards. Ok.

Setup 8/10

Pretty good. The noun should be Setup though, not Set Up.
3. Should include choosing a dealer.
4. Deal eight Community Cards: This is confusing because it sounds like there are Cash and Gold cards and a different type of card called Community Cards.

Setup Pictures 5/7

Fine.

Game Play 15/15

Exceptional rules with good examples.
Introduction to Cash and Gold Cards: Calling them Cash and Gold Cards is rather verbose. Maybe you can think of another name for the cards when referring to them in a generic fashion.
Treasure Cards: "sets of identical numeric labels and runs of consecutive labels": the use of "labels" rather than numbers sounds weird.
Burglar Cards: "Discard it as a new Community Card": face-up may need to be specified.
Gameplay: Perform one action: Pick three cards, Bank a new treasure, etc.: number these actions here too.

Game Play Pictures 5/7

Good.
Extend a banked treasure example and Steal a treasure examples: The arrows for Reveal and To your hand should more clearly be connected to the lock card.

End Point 5/6

The use of "you" for the Final Steal directions could be confusing. "After completing your second-to-last turn place your entire hand (except the Final Steal card) face-down on the table..." could be read as applying to everyone.
A somewhat complicated scoring method is explained quite well.
"...however, you must place the Final Steal card face-down as the safe card on a successfully stolen treasure...": This is a bit confusing because your final steal might not be successful. Then what do you do with the card?

Overall Comprehension 4/4

Very clear.

Clarity 3/3

Overall, very well-written.
"the Community Cards are not restocked until there [are] fewer than eight in the playing area.
"

Presentation 2/2

The rules are functional but not especially pretty. A graphic designer would make them look more professional.
I would not put notes in italics the same as examples. This style makes people less likely to read rather than more likely. Maybe a box around regular text instead.
Not all of the examples are in italics. I would do so and maybe even use a different color text.

Shop Presentation 16/20

Ad 2/3

The text is good. You could add something like "in this exciting card game" to tell what kind of game it is.
I'm not a fan of the logo. It looks amateurish, and the large ™ is distracting.

Backdrop 1/1

Very good.

Logo 0/1

I would invest in an artist to make a more identifiable logo. The current one is just type with some color and drop shadow.

Action Shots 5/5

The images are very high quality, and there is a good variety including all the components included in the box.

Description 4/5

An excellent description of gameplay. The only thing missing is a thematic introduction. You could basically include the intro text from the rules.

Video 4/5

Good animation. The start of "extending a set" is hard to follow because things go by fast.
As with the description, you could add a thematic introduction to interest viewers (or make a separate thematic video.)


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