Sanity Test for Days of Discovery - Tales of Danger #1

75/100
Final Score
With a couple of clarifications, this very good rulebook will be exceptional.
Completed January 30, 2019 by tresjax

Rules 62/80

Structure 7/9

The rules are easy to follow, which is more impressive given the three acts.

Requirements 0/3

Play time, the number of players, and the age range should be listed. This can simply be icons on Page 1.

Introduction 2/3

Overview 1/3

The overview is labeled Objective, which is fine. But it doesn't tell us much about the gameplay. The Introduction should be telling us about the game in a thematic way. The Overview should tell us what we'll be doing as players.

Component List 5/5

The appendices give even more information, which is helpful.

Component Pictures 3/3

Setup 10/10

Good, with pictures.
Page 3-3. Is there any easy way to distinguish the sponsor cards from the people cards? Also, journals aren't mentioned here at all. (See my notes on Game Play for more.)
Page 3-3 - The word "hand" is a bit confusing, since the cards are not in your hand and are not hidden. A thematic name for this area would be helpful to players.
Page 4 - "Select a player ..." How? Giving players a thematic way to choose a first player is a good idea.

Setup Pictures 5/7

Page 3 - Good job showing the rank of the cards.

Game Play 10/15

Page 5 - "on their red ribbon" "Their" is ambiguous in this sentence. Change to "the person's ..."
Page 10 - What if the market runs out? Does the player draw from the top of the deck or refill the market?
Page 11 - A strategy note on why you might want to play a card from your hand here would be helpful. This should be an aside; not all players like them. During the game, it will probably become obvious.
Page 13 - This is the first mention of the journal cards outside of the introduction. Where did they come from? How did we get them? This is confusing and it's essential to understanding how to score the game. (This is the weakest part of your otherwise strong, clear rulebook.)
Page 14 - Before introducing the cancel actions, we need to know what they cancel. This is the first we've heard of these conditions.
Act 3 generally - I assume our hand limit is no longer in place. State this clearly.
Solo Page 1 - A quick explanation of "current sponsor" will help players here. You explain it well later; knowing it earlier will make the other rules make sense to the reader more quickly.
A sample turn for each act with some rationale for why players are doing what they are doing in terms of the long game might be helpful to give players a little better sense of why they might make certain choices.

Game Play Pictures 5/7

Page 5 - A small graphic of a sponsor's red ribbon would be helpful here. The graphic on Page 7 is very helpful.
Page 9 - Seeing a cancel ability here would be helpful.

End Point 6/6

Overall Comprehension 3/4

With the significant exception of not knowing where the journal cards come from, I could play the game.

Clarity 3/3

Capitalizing common words such as people, sponsor, evidence, segment, etc. is distracting.

Presentation 2/2

The font is a little too big. Definitely better than being too small, but it's a bit jarring.

Shop Presentation 13/20

Ad 2/3

The ad is attractive and well-written.

Backdrop 1/1

Logo 1/1

Action Shots 5/5

Description 4/5

The description could be a bit more enticing, but it serves well.

Video 0/5

Absent.


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