Video summary
At PAX Unplugged 2025, speakers examined why tabletop gamers frequently deviate from established rules by contrasting digital and analog gaming environments; while video games use code to automatically enforce mechanics allowing players to discover systems without manuals, board games rely on human referees who are often also participants. This reliance creates inherent conflicts of interest and ambiguity when no single person possesses perfect memory or full expertise regarding every rule nuance. The presentation identified six primary causes for these violations, ranging from poorly written rulebooks containing nonsense or untested edge cases to physical limitations that make enforcing simultaneous actions difficult in the real world compared to digital simulations.
Beyond structural issues, human factors such as player illiteracy, reliance on a single knowledgeable friend who may err, and simple math or memory mistakes often lead to unnoticed deviations from the rules. Hidden mechanics like rolling dice behind screens can further delay error detection until it is too late to correct them without ruining the flow of play. The speakers also distinguished between intentional cheating in high-stakes tournaments where prizes are at risk and consensual "house rules" that groups adopt for social enjoyment, such as bribing a robber in *Settlers of Catan*. While these house rules function as acceptable social agreements among friends, they technically constitute playing a different game because they intentionally break the original written regulations.
To manage these challenges effectively, players should calibrate their approach based on the stakes involved; casual sessions with low consequences prioritize fun and forgiving minor errors, whereas high-stakes competitions require strict adherence to official redress mechanisms rather than improvising fundamental rules mid-game. In situations where rule ambiguities cannot be resolved through logic alone, groups might adopt new house rules focused on game balance or accept that certain mistakes are irrevocable, choosing either self-penalty or ending the session early rather than forcing an incorrect outcome. Designers and players alike benefit from explicit communication during play to treat everyone as a mutual referee, utilizing mechanical aids like scoring tracks or hidden cubes to reduce errors while avoiding games with poorly written rules if frequent mistakes are undesirable.
Ultimately, the core message emphasizes that reading the full rulebook cover-to-cover before starting is the most effective way to prevent issues and truly understand the game itself. For designers, this involves hiring editors, creating mechanical aids to catch edge cases like cheating or forgotten actions, and building robust systems for handling ambiguity. By fostering a culture of clear communication where all players share responsibility as referees, groups can navigate the inevitable complexities of tabletop gaming while maintaining both fairness and enjoyment regardless of whether they are playing casually among friends or competing in serious tournaments.
Read the full video transcript
Today, at PAX Unplugged 2025, we're here
to talk about messing up the rules.
You're here at a gaming convention. I
imagine you have messed up the rules at
some point in your life. So, over the
course of the next hour, we're going to
explore why that happens, how that
happens, what to do about it, what to
avoid it, funny things about it. This is
all about the space of rules.
So, we got to start with something
really simple. What are the rules? Like,
what are rules? Think about a game you
may have played called ice hockey. Just
like a board game, it has a rulebook. I
actually read this rulebook every year.
And they
>> only change it a little bit every year.
So, once you read it once, you're kind
of good.
>> Yeah, it's like reading the D&D Player's
Handbook again. Like, you know most of
what's in there. But, I know the rules
of hockey very well as a result. And
this book actually contains all of the
information you need to play hockey. The
rules include the size and shape of the
board, the nature of the pieces, the
equipment, what happens if someone
punches someone. Like, everything you
can imagine is covered. Those rules are
hockey in a real and material way.
Right. A game is defined by its rules.
We would argue that at least if you're
talking in an academic sense, in a very
strict mathematical sense, that if you
change even one rule of a game a little
bit, that's technically a different
game, right? Like, if some people are
playing Little League and some people
are playing Major League Baseball, we
colloquial say, "Yeah, that's baseball,
right?" But, Little League is like six
innings, right? And there's all kinds of
other rules that are different. It's not
exactly the same game, right? And in a
lot of other ways, you could think about
something like, I don't know, Magic the
Gathering or any kind of CCG or a
multiplayer online video game where they
keep putting patches out. Technically,
every patch, every, you know, uh nerf to
any cards, any new cards printed,
anything like that is technically a new
and different game if even one rule
changes. The rules define what a game
is. If anything, Magic the Gathering,
the rules are that tiny pamphlet that
explains the rules plus the text of
every single card that has ever been
printed, plus the text of all the
different formal tournament rules that
exist. Yeah, if you're going to do a
tournament, you Yeah.
So, a way to think about this, right, is
a game, if you have a two-dimensional
plane, right? And imagine that every
that two-dimensional plane represents
every possible state of existence that
could possibly be, right? The rules of
the game are a border. And I might a
box, but it could be a blobby border,
just some sort of border. That
borderline is the rules, right? As long
as you are the game is in a state that
is within the border, completely
contained on the inside, you are
following the rules of the game. You
have not done anything. The state of the
game is not such that you have broken
the rules. If the state of the game
changes in some way to where you have
now left this space and are on the other
side of the border, out in the vast
existence, right? Now, you have broken
the rules somehow. The game is in an
illegal state. You are cheating or you
messed something up or who knows what.
>> An extreme example, if I'm playing ice
hockey and I punch a guy, there's a rule
in the rulebook about that and we're
still in the state of the game. But, if
we're playing Magic at PAX and I punch a
guy, the police are going to show up.
>> [laughter]
>> That is not PAX's problem. That is
society's problem now.
>> a simpler example, if you're playing
tic-tac-toe, right? Okay, we have a
tic-tac-toe board that's empty. That's
legal. And then X goes first.
>> Yeah. X will put an X on one of the
spots on the board. We're still within
the rules. Someone now puts a second X
without putting any Os. Well, that's not
how tic-tac-toe works. That is a state
of the game, a board with two Xs. If you
were to map that out on this
two-dimensional plane, that dot would be
somewhere outside of the boundary in the
cheating, not rule-following zone.
Now, what this means practically is that
there's a lot of things that can happen
to influence games that are not part of
the game or the rules. Your society
around you, life, your house burning
down, all that kind of stuff. And that's
really not what we're talking about. We
are looking at games from perspective of
the rules are the game. Nothing else is
relevant to this conversation.
And what rules come down to in games is
what enforces them. At the Penny Arcade
Expo, this is a photo from PAX West a
long time ago, the enforcers are
enforcing the rules of PAX.
>> They're on the back of your badge. I
hope you studied them.
>> Yep. You know, don't hit people. Don't
cheat. Stand in line in the correct
manner. Be cool. All that kind of stuff
enforcers do. So, the enforcers are
enforcing the line here to get into main
theater because that line has some
rules. That is part of the operational
nature of PAX.
The enforcers aren't enforcing that no
parking sign. If a car is parked there,
they're not going to do anything about
that because that's not part of PAX. In
fact, there's a truck parked quite close
to the
>> [laughter]
>> parking sign.
Uh but yeah, when you're playing a game,
right? There's if it's a video game,
what enforces the rules? The computer.
>> The computer.
>> The code. You literally, arguably, can't
cheat at a video game unless you modify
the game itself, right?
>> That book, if you haven't read it, is
about three people trying to cheat at a
computer game. And that is the worst
possible summary of that book.
>> [laughter]
>> Okay. But, if you think about it, all
video game cheaters out there are people
who have modified the game in some way,
right? Like, a Counter-Strike cheat has
like an aimbot. It's like adding
software. It's not They're not strictly
using the software as it is. They've
modified it or they're manipulating the
RAM on their computer. They're doing
something that is literally breaking the
rules. They're actually, think about it,
it's sort of like if you're in hockey
and you just beat up the ref so
[laughter] that they can't call, right?
The ref The computer is in charge of
enforcing the rules. They're taking the
enforcer out of the picture when you
cheat at a computer game. People who
find glitches in games, speedrunners
usually do this the most often, right?
Arguably, are not cheating and are not
breaking the rules because the rules of
a video game is the source code of the
video game as it was delivered, right?
When you bought it, as it's running. And
the glitch is just
the developers didn't intend it, but
that they just wrote the rules poorly
and you found a way to do something
else. But, have you really messed up the
rules? You could argue no, right? In
fact, I would argue, and this happened
in Overwatch not that long ago. There
was a glitch where like one of the
characters, Mei, could get out of the
map and be invincible and just pick
people off from the sky.
That is intensely funny to me. You
didn't need any cheats or hacks to do
that. It was just like a glitch.
>> I would argue because the game lets you
do that, that's the equivalent of the
ref letting you do that. So, as a
result, everyone should be doing that
and that is now the game. And Blizzard
has to fix that by patching the code.
But, we're at a board game convention, a
tabletop convention. We're not going to
dwell too much on video games here
because there's a lot to talk about with
tabletop
>> point to make is that because computers
have perfect enforcement like this that
doesn't require a human to do any
enforcing, this is what enables people
to learn video games without having any
help from anyone else and without even
reading a rulebook. Because in a video
game, because you have this digital
enforcer, you can just play. And it's
basically, remember the graphic of the
space? It's sort of like you're just
exploring the two You're in the box and
you're just exploring, right? You're
just trying things out. You're pushing A
and seeing that Mario jumps and you push
left and right and see that he walks
back and forth. And you're exploring
this space and then you discover what
the rules are as you play, right? And
that's pretty cool that video games let
you do that because tabletop games
absolutely do not let you do that.
>> Well, you can do that. But, imagine
sitting with your friend trying to play
Settlers and you're just like, "Can I
put the sheep there?
Can I take the board? Can I roll three
dice?" You're just trying stuff and your
friends have to tell you whether or not
it's okay.
>> the wood? What happens if I eat the
wood?
>> [laughter]
>> But, we're not going to dwell too much
on computer games, but there is some big
overlap because, for example,
some of the rules, even in video games,
are rules of the game, but are not
enforced in the code. And this is where
we get into a very important part of
gaming.
Many games have some form of refereeing
to facilitate the games. In a
competitive video game like Overwatch,
if you break the terms of service or you
break the rules of the tournament, the
computer can't enforce those. A human
being has to make a judgment call to
enforce those. Those are still rules.
Those are still part of the game. If you
violate the terms of service, you're
going to be banned. There are
consequences that follow.
Refereeing is difficult. Refereeing
today requires humans. Things that don't
require humans increasingly can become
this. And so far, there are very few
things in, for example, sports that can
be truly refereed solely by computers.
>> Yeah, we are adding lots of computers to
help judge sports more precisely, more
accurately, you know, with less, uh you
know, judgment calls. Like, we're doing
balls and strikes in baseball now. We
got Oh, the best one has always been the
tennis one, the the eye system that
checks in and out for the ball, right?
It's like we're we're done arguing about
that. Back in the day, before you had
that system, it's like the tennis
players would be hitting each other with
their rackets. They were like, "Stop!"
It's crazy, [laughter] right?
Um but yeah, refereeing is requires,
though, a human, right, to devote their
time and effort to ensuring that a game
is fair and well adjudicated for other
people. Now, what this means practically
for all of you as tabletop gamers is
that for most tabletop games, the
referees are also the players.
You are very lucky if you have a friend
who will referee your tabletop board
games for you.
Uh if you're at a tournament, there
might be judges who are paid to do it
for you or volunteering, you know, cuz
they're so gracious with their time or
whatever. But, yeah, it's it's a lot of
work to referee pretty much any game,
right? It's a full-time job for some
people or part-time job, you know,
depending on what league or if it's
sports, not sports, whatever. But yeah,
it's you know, when you're playing with
just your friends, you kind of have to
share the responsibility amongst
yourselves and there's a conflict of
interest because you're also playing and
refereeing at the same time. And you all
play tabletop games. I'm sure everyone
in this room is not this person, but you
all have the friend who doesn't really
know all the rules to the game you're
playing and is kind of just like
expecting everyone else to handle that
for them.
Uh being a referee requires having full
and complete knowledge of the rules. You
have to be a total expert. That's why in
NHL hockey for example, most referees
are active or former players of hockey.
Usually former players who weren't good
enough to actually be NHL players, so
they decided to go into refereeing. Yep.
You don't have that luxury as players,
but I want to give you a little bit of
an aside because players also being
referees is much more common than you
would think. And we have an example
here. Uh I don't know if you're familiar
with this, but in NHL hockey, and I love
the way these rules are written. These
are the actual words in the NHL
handbook. If through misadventure or
sickness Let me [laughter]
Hockey is nothing if not rife with
misadventure.
>> [laughter]
>> Basically, if the referees and linesmen
are prevented from appearing from for
any reason, the two clubs, the two teams
that are playing, they have to agree on
who will referee the game. So so far so
good. So they just have to agree.
But what if the Rangers and the New
Jersey Devils do not agree on who the
referees and linesmen will be because of
this misadventure?
There is a rule for that.
The rule is each team shall appoint a
player
who shall act as both referee and
linesman. Each team will appoint a
player to be the referee for the game.
Even in professional sports, there are
situations in the rules where the
players will be be the referees of a
game where the outcome matters a lot.
>> think this has happened. If it has, it's
been a very very
>> This has definitely not happened at
least in the last 100 years.
>> lifetime that I've ever known about,
yeah. But it is in the rulebook for a
reason. That is an aside. If you're
reading a tabletop
>> reason is there's some billionaires had
a hockey game they sold tickets to and
if everything else is working [laughter]
and just ready to go, the TV people are
there, the teams are there, the ice is
ready, the fans are in the building, and
the only thing missing is referees, they
want they don't want to have to refund
everybody. That's why this rule is here.
But if you're ever reading a rulebook
for a tabletop game and you see a
section that like repeats something or
explains something that seems like a
weird thing to repeat or repeat or
explain, probably they've determined the
designer that there is a very important
reason that rule is there.
Uh usually some misadventure has
occurred during playtesting.
But the important thing
is that the rules are all you have to go
on. The referees are interpreting the
rules as written in order to enforce and
adjudicate them. Meaning they do not
have the authority to change the rules
or to make broad judgment calls about
the rules. They have to determine
whether or not there was a distinct
kicking motion.
So when you're trying to figure out how
to deal with a board game situation,
literally the only thing you've got to
go on are the rules as written. If you
Google around and find someone who says,
"Oh, here's how you handle that
situation." Who's that person? Okay, it
could be the designer or the publisher,
in which case, okay, we can believe
them, right? You go on BoardGameGeek,
you go to the rules thread and you see,
"Oh, the person with the rules
clarification is the person who made the
game. We're good to go." Or "Oh, this is
an official errata PDF from the
publisher of the game on the game's
official website. Okay, we're good to
go." Or "Oh, it's some guy who just says
what his group did to solve the
situation." Well, okay, that's great for
your group, but is that right? I don't
know. That means nothing to me. And that
also is relevant to the main point of
this talk. Why do we mess up the rules?
That is a game called Hans Teutonica.
I'm going to say we're experts because
we're up on this stage. PAX lets us talk
here.
>> I mean, amongst how many people in the
world even play this game that much,
right? So it's like amongst all the
people billions of people on Earth,
we're probably quite expert. But we are
broadly experts at tabletop games. We
take them very seriously, but we if
you've seen any of other talks, there
are a lot of you may not ever want to
play a game with us because of the way
that we are. We messed up the rules of
this game through three complete
playthroughs.
First, it came out, it was the new
hotness in ancient times, and a friend
of ours offered to teach it to us.
>> That friend over there? Yep. Taught it
to us wrong.
>> Through no fault of their own, taught it
to us wrong. Not their fault. Another
friend of ours said, "Oh, you're playing
it wrong." and re-taught us the rules.
Also wrong. Not their fault.
Not their fault that they got it wrong.
So I read the rules
and we still got it wrong because these
rules are really badly written despite
this being a really good game. It was
the rulebook's fault. I don't know if it
was the translation cuz from German or
who knows what, right? But the the
rulebook was written in a way to which
there was people who are literate in
English, which is already a challenge,
uh
would read it and could not agree or
determine what the correct rules were,
right? If you were trying to draw that
box, we just had an empty space where we
didn't know the shape of, you know, the
borderline in that particular area of
the box, so we didn't know what was
legal and what was not legal.
>> Pro tip, don't make something in your
game called a merchant and another thing
called a trader and they do very
different things.
Yeah, anyway.
But the
we all mess up rules. We're like we'll
be open about that. Like everyone should
just accept that we're going to mess up
the rules. We have the humility to admit
it, you have the humility to admit it.
Let's agree this is going to happen. If
this wasn't going to happen, you
wouldn't all be here instead of over in
tabletop playing games in your very
limited PAX hours.
So we're going to talk about the six
reasons that people mess up rules,
particularly in tabletop games.
Reason number one, you open the rulebook
and it's some nonsense like that.
>> [laughter]
>> Okay.
Now you're you're trying to figure out
do you move the provost or not move the
provost? And what are you just trying to
figure out what a provost even is?
Right? A lot of times game designers,
right? Maybe they don't playtest enough
or maybe they publish quickly or may who
knows what the reasons are, right? Not
all games have the same production
effort that goes into them, right? Some
games are made by big companies or the
big team of people that are testing the
heck out of everything. And some games
is something someone scrawled in the
back of a napkin and didn't think too
hard about and someone else actually
decided to play it. Right? And when that
happens, it's like, "Oh, maybe there's
like these weird edge cases, especially
as the game becomes more complex if it
has like cards and text and all sorts of
things where it's like, 'Oh, no one ever
considered in when they were making this
game what would happen if this and this
or these two things were played
together, right?'" And even in big
production games when the complexity is
very high, these situations arise and
the rules do not say what to do. There
is no answer whatsoever and the players
are just left It's the rules' fault. And
sometimes
it's hard to determine exactly if the
rules are truly broken or not because
sometimes, I'd say most of the time, the
rules are just badly written. And this
happens because game designers in
playtesting, one, the people who
playtest games tend to playtest a lot of
games. So they tend to be very very good
at dealing with not so well written
rules. And game designers, they made the
game up, so they have a clear idea of
how they want the game to proceed. So
they don't think about the person who
has come naked alone from the
wilderness, never encountered
civilization, and is now being explained
the difference between a merchant and a
trader and how they interact with the
provost. So rules are really badly
written and it's actually something that
really bothers us. I would say the
majority of tabletop games I have ever
attempted to play, I would say the rules
are badly written to the point that I
would not bother to play the game. Or
they have at least some kind of flaw in
them where we're uh
Yep.
Now
>> It's rare to encounter a rulebook where
it's like, "Ah, this is wonderful." I
can think of a few and towards the end
we can There are some some games
>> are some I'm not saying there's none,
but I'm saying it's rare. They're very
rare. But this can get worse. Board
games can crash
just like video games.
Uh we've encountered this a few times in
our life. There's this old game called
Hellas. I haven't seen a copy of that
game in so long.
>> is so but we really liked it. But when
we played it, we hit a situation where
we could not determine how to resolve
the situation based on the written rules
and there was no way to figure it out
and there was no logical way to assume
what should happen, but it felt like a
weird edge case. So we figured, "All
right, whatever. Let's just call it a
wash. Let's play again. What are the
odds we'll hit this exact same really
weird We hit that situation three times
in a row
and then we gave up on the game.
This happens and honestly, my advice to
you, if a game is written to the point
that it actually crashes and you cannot
proceed, I would say give up on that
game. There's a lot of games in the
world. You've seen them out there,
right? You can't even look at half of
them, let alone even learn the rules to
any of them. If a game is an issue like
this, you can just play another game.
It's fine.
Now there's a bunch of This is a better
situation or interesting situation.
This is where Assume the rules are fine.
The every situation that could happen is
accounted for, but the operations of the
rules themselves, the enactment of them,
is difficult. An example is Jungle
Speed. This is a very simple game.
Nobody playing this game misunderstands
the rules. You flip over cards
>> Somebody might, but it's rare.
When a certain situation appears
some number of players, two or more,
will want to simultaneously try to grab
that piece of wood without breaking each
other's fingers or with breaking each
other's fingers.
Uh
the problem is if you play this game
very casually, it doesn't really matter.
Like it's going to be fine. But if you
try to win, you're going to hit
situations where three people have
grabbed it simultaneously and you don't
have to determine who truly has control
of the totem per the written rules. Just
like in ice hockey, did the puck cross
the blue line before or after that
skater's skates?
And
>> had a 4K high-speed camera from all
angles in your room in your right in
your kitchen watching the table, you
could try to determine who grabbed it a
millisecond before another person. You
can't do that. You're just normal people
sitting at [laughter] a convention
playing a tabletop game with a piece of
wood, right? What if somebody has more
fingers on it, but then someone uses
their strength because they're stronger
and they pull it away. It's not supposed
to be a test of strength. It's Jungle
Speed, not Jungle Strong. Okay?
>> [laughter]
>> So, it's like if that happens, what do
you what are you going to do? Even if
you had a player who was just designated
as a referee who was only watching your
Jungle Speed game trying to judge
everything. It's like there going to be
situations where they're like um
they might have to make a call and
that's the call they make, but you are
not sure. You're left with an uncertain
outcome of we don't know if we actually
did what was right or wrong even though
we all understand the rules and we had a
referee and everything. Another example
is games that have simultaneous play
like Spot It where you're throwing
Buddha Babel, we're throwing cards
around. What happens if two people with
frame-perfect timing try to put a card
down at the same time? In a video game,
those cards bounce off of each other.
You've got port priority or some sort of
nonsense. But in a video game, two cards
get thrown down.
>> tabletop game. Yeah, a tabletop game and
you both look at each other and say, "I
threw it down first. Now what?"
What if game's perfectly fine, but a lot
of fiddly pieces and your friend bumps
the table.
What are you going to do now? You don't
have a replay. Did you take a photo of
the board every single turn, every
single move? The last time we played
this game, I did take a photo of the
table every single turn and it was
helpful.
>> [laughter]
>> Yeah, you Some things you can do like
that. But yeah, there are situations
where just the physicality of your
tabletop game can result in situations
where you don't know if there was
something that was outside the rules or
not. You will roll a dice off the table,
which I do five times a day. That Pax
Unplugged. All of hands. If you roll a
die and it falls off the table, but
lands in a readable way, raise your hand
if you think that should count.
Only if it's Raise your hand if you
think it should not count.
>> right. We're not We can't We can't have
this argument all day. This is going to
go [laughter] on. See, this is why you
mess up rules. You're never going to
agree. Right.
Sometimes the rules are a little bit
ambiguous or are difficult to enforce
because of just the nature of the world
itself. You're playing Mafia or Werewolf
and everyone puts their heads down and
you're doing the thing on the table so
people don't hear each other, but you
clearly feel your friend's arm brush
against you ever so slightly as the
werewolves are asked to be woken up.
Have you cheated if you use this
information? Can you even remove that
information from your brain? You know
it.
>> and it's like what do you do? Yep. Uh
this also applies to games like Shadow
Over Shadows Over Camelot, any of these
games where the rules say you can kind
of talk about your hand, but you can't
explicitly talk about your hand.
>> badly written rules. That's number one.
Yeah, they're badly written. They have
an intended spirit, but they leave
enough ambiguity to where judgment is
required by the players.
>> [laughter]
>> This is unfortunately very common. Uh
The person behind that uh board game
rulebook is actually a person who's very
instrumental in making Pax Unplugged
happen. Uh if you see them around,
[laughter]
say thank you.
Uh but regardless, right? We talked
about situations where the rulebook has
a problem. Sometimes the players are the
problem. You have a perfect rulebook
that leaves no ambiguity with a genius
game designer and years of playtesting.
It is an absolute masterpiece and the
players are illiterate or the players
have some other problem that is not I'm
not trying to insult the players.
Everyone messes up. You miss something.
Oh, I didn't read that part. I missed
that whole paragraph.
>> Think about Power Grid, the third phase.
You got to do a bunch of stuff that no
one ever remembers how to do. Yeah, or
maybe, you know, they use words you
don't know and you didn't look them up
or, you know, maybe uh a friend taught
it to you and you're trusting them and
you didn't read the rules yourself But I
find the main reason this happens, and I
think a lot of us are guilty of this, we
are in a gaming culture lately where
most people either play one game and
only one game like Magic the Gathering
or they play a thousand games once.
You're at a con, you go to the tabletop
library or your friend has whatever game
they Kickstarted and you read the rules
and play it once and you never reach for
it again. And as a result, you are often
playing games where you have not
yourself read the rules all the way to
the end.
People playing hockey know all the rules
that matter to them.
>> Even sometimes they get it wrong. Yeah.
>> [laughter]
>> Well, when I when the goalie There's a
game a while ago where the goalie skated
across the center line and that's a
penalty. You're not allowed to do that
because but no one thought about that
rule in a hundred years because no one's
tried to do that in a hundred years. But
it is a sad truth that literacy rates
around the world in the US especially
are like going down and we're not
talking about just literacy like you can
read, you can't read. There's like
levels of literacy and especially for
complex board games, you need quite a
high level of literacy to understand
really everything that's being written
there. They're not, you know, people
writing complex board game rules aren't
sticking to like the first grade level,
right? So, peo- people who play a game
that might be above their ability, you
know, for whatever reason, they're going
to might get rules wrong. And the
particular danger to all of you out
there in the wild is that if you one
person in your group has read the rules,
you have now ceded all interpretation of
the rules to them and they are
effectively your referee and you are
beholden to them because you have no
ammo to argue or defend against any
misinterpretation they might make. We're
not even saying they're cheating. They
just might make a mistake and you won't
know and you might experience the game
poorly as a result.
This is especially hard because some
games
>> had a John Company mentioned today.
>> Yeah, some games like John Company have
extremely complex procedures
where even if you are very literate and
very capable and you have all read the
rules, the rules are just very complex
and as a result, it is possible your
group will together misinterpret the
rule.
And that is very hard to avoid. You
often need an external party to notice
that you have been playing the game
wrong.
So, what if you know the rules?
The entire group, you fully understand
the rules end to end. There is no
ambiguity whatsoever. You are 100%
locked in. Uh the rules are sacrosanct.
You might still just make a mistake.
And that happens a lot. But some games
exacerbate this. This is a game called
Roll for the Galaxy, which is a variant
of Race for the Galaxy. And the cool
part about Roll for the Galaxy is you
roll dice behind a screen and then you
arrange them based on some rules, then
you reveal and do your actions.
Whether you realize it or not, when
you're playing board games, most of the
time the reason we play games the way we
do, we say what we're doing. I'm going
to put three sheep here and I'm going to
push the provost one and I take three
victory points and two gold and I draw a
card. We say these things out loud
because we are relying on the collective
table to point out errors that we might
make. It's really easy to draw an extra
card in Dominion and not notice right
away. It's really easy to overspend or
forget to take a point. We rely on each
other to help us do that because I
ostensibly even if we want to win, we
also want the game to proceed according
to the rules because otherwise that win
is tainted. We don't want to cheat on
purpose.
But if the game hides some actions that
a player may take, nobody else's eyes
are on you.
I was on a ski trip with some friends.
We're playing this game. We played it
like four times. One of our friends kept
winning.
Over dinner, we realized they were just
playing wrong. They were just making a
mistake. They They were just making
mistakes behind their screen and there
was no way for us to know.
Yeah, there's a lot of different kinds
of mistakes you can make. It could
doesn't always have to be that you got
the rules wrong, right? If you think
about most tabletop games that have
components, right? You're restricted by
the physical limitations of reality,
right? In that once you change
something, you have no way of knowing or
proving what the previous state was
without like a video or photo record.
So, like if I have a pile of coins and I
put some I'm supposed to put three coins
into the middle, all right? It's like
well, if I don't remember how many I had
or even if I do claim however I used to
have, right? It's like did I actually
put three in the middle? Did I put four
by accident? Did I put five by accident?
Oh, no. I I accidentally I I put one too
many. Am I lying now? Right? As soon as
you move anything on the table,
everything is called into question.
Right? It's like, "Oh, I moved three
people from this place to that place.
Did that place originally have three?
It's empty now. Did it have four in it?
Did you move one to?" I don't know,
right? Any time And if you drop
something, right? Like we talked about
with the Sarah, right? Someone
[laughter] bumps the table, you don't
know. There's so many ways to, you know,
you to just physically mess something up
and not know what it was. And now the
game is in a state of, you know, chaos.
And a lot of times it might be as simple
as a math error. If you ever play 1846
Race for the Midwest, you might just
literally miscalculate the dividends and
now the whole game is ruined and you
might not even notice.
>> the rules. I used a calculator and I
just flubbed the button or I forgot I
just I just wasn't looking and I I was
crossing over all the countries and I
missed one and now we're five short or
something.
So, So, five,
you're making errors intentionally. This
is also known as cheating.
>> [laughter]
>> Cheating is just when someone is not
actually following the rules. It's just
on purpose instead of all we've only
been talking about accidental messing up
the rules. What if it's on purpose
messing up the rules?
>> And I
I think this is very socially
situational, but I have a belief, a
suspicion, that low-level cheating is
pretty common in tabletop. I think
there's a lot of people out there who
just kind of take an extra victory point
and they're not thinking about it that
much. They underpay or way more subtle
and I bet all of you have done Many of
us have done this.
Where you made a mistake in the previous
round like, "Oh, I drew one too many
card." And you just quietly discard a
card to make it not that big a deal. You
just cover it up. You cover up the
mistake. I know my hand touched the
soccer ball, but I'm just making it not
say anything cuz it was really good for
me and I don't want to worry about it.
Like I don't want to
I think that happens
a lot. But, if you're not cheating,
you're not trying.
>> [laughter]
>> But, I don't know how common it is that
people, especially in this kind of
tabletop gaming, actively cheat
intentionally. It does I mean, you have
seen some instances, right? In chess
community, there's wild accusations
going around of people with various
electronic implements receiving
[laughter] signals from computers.
>> If you know, you know. Right. I mean, in
other Usually, the cheating happens You
know, we've you've seen cheating in
Major League Baseball a lot, right?
We've seen cheating in football, right?
People with cameras on the sidelines.
There's a lot of cheating going on, but
cheating usually comes when there's
something to be gained, right? Like a
big tournament with a big prize. If
you're cheating at the table with your
friends in a game that no one will ever
remember or care who won, you're just a
really sad individual. Yep. Now, a
tricky part. There are some games that
have cheating rules. You see that
around. Illuminati is one.
Uh Cheating Moth. Yeah. The cheating is
[laughter] the name of the game.
Technically, if you cheat in a game that
has rules that say, "If someone cheats,
do X." You're not cheating. You're still
within the rules of the game.
>> [laughter]
>> Right? Even though the word cheating has
been used.
Now, final reason is an interesting one
cuz we come full circle. If everyone's
cheating consensually, free parking in
Monopoly, I assume you all know that
there is no special rule about free
parking whatsoever. Anyone who does
anything special when someone lands on
free parking is cheating in Monopoly.
However, collectively, American society
decided we're all going to cheat at
Monopoly in this very particular way.
And while I think that's a bad game and
that rule makes it that cheating rule
makes it worse, that's not what we're
here to talk about today.
If you're doing it consensually as a
group, that's fine. But, this can lead
to weird and interesting situations.
When we were at the Rochester Institute
of Technology, we first started playing
these kinds of games back in the year
2000,
I saw Settlers of Catan at a table. And
I went over and I talked to those people
and I sat down to play with them. And
when the robber came up, they always did
the same procedure. Everyone handed
whoever rolled the robber a resource if
they had anything in their hand, and
then they put the robber somewhere that
did not hurt anybody, like in the desert
or in the corner of the They're
basically bribing the person who got the
robber to not rob them. Like, "Don't rob
me, robber." And if anyone said, "No,
I'm not going to bribe you, robber."
Then they would get robbed, right? It's
sort of this agreed-upon thing that they
would do.
They trusted them cuz we didn't read the
rules to this rulebook. Yeah. They
taught us.
>> read the rules of the rulebook and we
said, "Wait a minute. There's nothing in
here about bribing the the robber. What
is this? I can do whatever I want. So,
the next time I played with them, I
played by the rules in the book. And I
was like, "Yo, I'm putting it here.
Screw you. I'm just putting it here.
Give me your resource."
They wouldn't continue the game and they
refused to play with us because they
preferred to play that way. So, on one
hand,
that's fine. Different groups can do
different things. If you want to play
Settlers badly, by all means. Like, the
world is your oyster. Even if you don't
want to subjectively say it's badly,
even though it was.
>> [laughter]
>> They're just playing a different game.
They're not playing Settlers of Catan.
They're playing Settlers of Catan plus
bribing or like they're they're made-up
homebrew bribing expansion or something,
right? They're not playing the same
game. And if they claim that they are
playing the same game, then yes, they
are cheating cuz they're breaking the
rules of the game on purpose.
>> So, this is a long way of saying house
rules are fine and they are not cheating
as long as you recognize that as soon as
you introduce house rules, you are
playing a different game fundamentally.
And I think it's important to
interrogate that fact.
All right. So, you've messed up the
rules. We already It's going to happen.
It's happened for everyone here. Don't
try to deny it. It's happened to us.
It's going to happen again, right? What
do you do after the rules have been
messed up?
Okay?
Well, the most important thing is to
consider what is at stake. We've already
discussed that all the games that you're
going to play with you and your friends
or random people at a convention, nobody
will ever remember or care who won.
Well, I don't know. What if one of you
brought a world championship belt and
this is your annual time to play your
Settlers game to determine who's the
champion for the year?
>> Even then, people might not remember or
care who won.
>> What if you got $10,000 on the line for
Rama Amun-Ra?
>> Oh, then we're going to care. Then we're
going to care.
>> Yeah, we care a lot, right? If you even
if you're in a tournament at PAX
Unplugged in like the in tabletop
tournament area, and you win and you get
a medal, nobody will remember or care.
I'm sorry. I thought the of the the
Carcassonne tournament at PAX Unplugged
2025. I do remember that you got the
medal in the Tsuro tournament that went
to double overtime between you and me.
>> run, no one will remember or care.
>> [laughter]
>> Right?
Right? If the stakes are low, if the
game is not a game that matters for
history, then you can find an easier way
to just keep playing and keep having
fun. Enjoy your time. Okay, asterisk.
This game doesn't count. It was a
practice game. Who cares, right? When
the stakes are high, the it's the
Stanley Cup Finals. It's the Olympics.
It's a chess tournament with a
million-dollar prize. It's the Great
Magic the Gathering Grand Finals and
you're going to win a bar of gold. I
don't know what they give out these
days.
>> [laughter]
>> League of Legends I think they just give
out a dual land and a Mox. Right. It's
the US Open of golf or tennis. It's
something big, right? Then it matters.
You have to go through a tremendous
effort to make sure you get the rules
right. And if something happened that
got the rules wrong, we need redress. We
need a solution. We need an answer to
keep the game back on track and make
sure everything is hunky-dory. What
we're saying is calibrate your response
to your life when you're playing a game.
But that said, always think back.
If you're going to do this right, and we
try to do it right because we care a lot
about the nature of games and how we
play them. Like, we're more interested
in the process than who won. The
remember that the rules are the only
thing you actually have to go on.
Everything else is going to be some form
of redress.
>> Right. And if it's a high-stakes
tournament, usually the rules of the
game are buffeted by tournament rules,
which will cover and make sure all those
other weird situations are taken care of
to cover for the importance of the
high-stakes situation. If it's a
low-stakes situation, it's probably not
a tournament and doesn't have tournament
rules. But, what this means, the one
thing you do not have the privilege and
duty of doing is changing the rules. If
you're going to try to fix a game you
played, the rules are what you have to
go on. NHL, at the end of a season,
they've in the past have been like, "You
know what? We got to make sure the
goalie doesn't build a little snow fort
wall before he leaves the net."
>> There is a rule about that.
>> There's a rule about that because
someone did it.
>> [laughter]
>> The first question you need to ask
yourselves, assuming you've calibrated
your stakes appropriately, is can you
fully correct the problem that has
happened?
And sometimes the answer is yes, and
sometimes the answer is no. Fully
correct means that you take the game
from its broken state that is outside
the border and move and change and move
pieces so that the game is now at a
correct legal state. It also means that
no players are privy to additional
information that they should not have
been privy to. You might be like, "Oh,
no, no. The game is fine." It's like,
"No, Rim saw the next card. He knows all
this and this now." And there's no way
he can un-know it. So, there's no way to
correct for that. And in in high-stakes
games, like in NHL ice hockey, if
there's a decision that they can't make,
they call Toronto. And there's a whole
situation room that's looking frame by
frame to figure out what to do and to
make judgment calls as to how to sort
out penalties or whatever nonsense. I
doubt you have that for your tabletop
game. So, you have to use your judgment
as referees to make a call. An example
would be, say I saw a card I shouldn't
have seen because Scott flipped it over
too early.
Mathematically, if we take the card the
deck I flipped it from and we reshuffle
it, depending on the game. Yeah. Does
that mathematically
alter the situation or not?
It may or it may not. And as players,
you have to determine, based on the
rules, if that is a full correction or
not. And many times, it is a full
correction if you know basic statistics
and have a basic understanding of like
game theory and set theory and the rules
of the game.
Uh
But, you might get into a situation
where it's not just an error you're
trying to correct. This is a harder one.
But, you were disputing
the nature of the rules. That is a
picture I took at a PAX a long time ago.
Uh some of us believed that you collect
$5 and bet it on horse number four, and
you collect 10 additional dollars if you
own horse number four.
Some of us believed you get $5,
but if you own the horse, you get $10.
And the question was, does Rim get
That's my fingernail there. Do I get $10
or do I get $15 if you own horse number
four?
We read the rule book end to end, and
there is nothing in the rule book that
fully resolved our question. So, we do
not have a way to resolve it. We look
online to see if the designer of the
game or the publisher of the game
This is the next step we took. The two
official sources we can find, the
designer or the publisher. To see, have
they issued a errata or a clarification?
Have they answered this question in a
formal capacity? Obviously, they have
not. This is like a horse racing game.
There is no like formal errata we could
find on the internet.
So, now we have to fall into more
dangerous territory. We're going to have
to make a judgment call.
What we did
is first, we took all the other cards in
the game because the game All All the
cards have these diamond bullet points.
And we looked at the all the cards where
we had never had a dispute to see were
there examples where it was an or logic?
And are there examples where there is an
and logic? The game failed us there as
well. There were cards that were clearly
interpreted correctly that had both and
and or logic arbitrarily.
So, we couldn't even fall back on
logically based on how the rest of the
game has gone, can we make a judgment
call that we consensually agree on as to
whether or not this was $10 or $5?
>> 15. Yes.
>> 15 or 10, yeah. 10 15 or $10.
Uh we determined that this game is in
fact unresolvable.
We still This game is actually still
super fun. I think the only place you're
going to see it is the free play library
downstairs.
>> It is really good.
>> And I think it has the sticker on it at
secret at the table at the PAX tabletop
free play library. There are stickers on
the game boxes that indicates whether
it's a game that should be going to all
the PAXes or if it's like unplugged only
and un- most if unplugged is where we
bring out the fullness of the tabletop
library. So, this game should be there.
Yep. But, that said, there's an
unresolved rules problem. So, we've
technically made a house rule based on
our knowledge of games and our play of
this game, we decided based on balance
and the way the game progresses, it made
sense to only get $10 and not $15. That
was a judgment call that honestly
required a significant amount of
experience and expertise.
>> And we could be playing the game wrong.
Yes, but it was the best option we could
come up with. So, we our group has fully
agreed that is how to interpret this
card.
>> And it's okay if we got the game wrong
because the stakes are low. Nobody
remembers who wins this horse racing
game. It is also okay because as much as
I make fun of the fact that the game is
unresolvable, this game is really fun
and I enjoy playing it. So, I wasn't
willing to walk away from it over this
one card.
>> of the game again? I always forget every
time.
>> Long shot.
>> But, what about when an a full error has
occurred in the rules and you are past
the point where you can roll it back? I
don't know if you've seen this image.
This is an image that's on a Wikipedia
page. There was an incident in the World
Cup a long time ago. The hand of God.
If you don't I don't know if you even
play football or soccer, but there's one
rule that you should know. You I assume
everyone knows.
Unless you're the goalie, the hand
cannot touch the ball. It is football,
not handball.
>> head and chest ball.
>> Yes, but the hand The hand cannot touch
the ball.
And in the highest stakes possible
football game,
the hand very clearly
scored the goal. But, in those days, the
video quality was so bad. Everyone
watched the video and it's like there's
a router film and they don't know if it
touched the hand.
But, in interviews later, it is clear
that the players on both teams knew
exactly what had happened.
In practice, everyone knew that the hand
of God had given Argentina the win.
What do you do when you've made an
irrevocable error? In this case, this
was a high stakes case. This wasn't just
like playing soccer in the backyard.
>> The World Cup arguably went to the wrong
team. Maybe. Possibly. Yeah, probably.
>> That's a big deal. Yeah. Those don't
come around too often. Once every four
years, one country gets it. That's it.
So, for high stakes play, I don't I
There are ways to handle this, but for
practical low stakes play, like the way
we address this, usually what I'll do,
let's say I make a mistake during my
turn in a tabletop game. I drew too many
cards. I'm not just going to hide it and
just like get try to get away with it.
Usually, what I'll say is, "Hey,
everyone at the table, I drew an extra
card. I am going to shuffle my hand and
discard one randomly into my discard
pile. Does everyone agree that is
acceptable redress?" And 99% of the
time, Scott and everyone are going to
say, "Yeah, whatever."
But, yeah. That That's fine. Sometimes
you can undo it enough. But again, this
comes down to your own judgment as to
collectively how meaningful and
impactful is that to the game.
Another example, another way we tend to
go. Let's say you forgot to take your
extra two victory points two rounds ago
when you did something. And now it's way
later in the game, you forgot to take
your points.
>> We trust you and we know this game
doesn't matter. Take your two points.
It's just two points. Who cares? But,
let's say whether or not you had those
points in the intervening two turns
would have mattered in some other way.
Yeah, maybe someone played a card that
was like, "Steal two victory points from
so-and-so." And that at the time, the
person thought they didn't have two
points and so they didn't play it on
them. They stole from someone else.
Something like that. And if they had had
the two points like they should have,
maybe they would have gotten stolen
from. You don't know. Now, this is why
sometimes I like to play tabletop games
online. We play 18XX games cuz we make
an error somehow, we can literally just
roll the game back to the state where we
then want to proceed from.
>> Also, we can't make an error because the
computer is refereeing the game. Yep.
However,
in a tabletop game, it is very hard to
roll the state back, especially if
there's a lot of wooden cubes.
Even if you have the video and you know
the state, it's like, are you really
going to go through the effort? I'd
rather put the game away than try to
rearrange all the pieces to make it
exactly right.
>> Now, what I do, and Scott might have a
slightly different answer for what he
does. In this kind of situation, what I
like to do personally is first, I
declare to the game, "Hey, here is what
went down." And usually, I will offer a
redress that is harmful to me or neutral
to me and neutral to or beneficial to
all of the other players in an equal
manner. An example might be, "I'm just
not going to get those two points.
That is my punishment for messing up the
rule." That's not in the rule book, but
generally, if you always err toward if
you make the mistake, resolve it in the
way that is the least harmful to the
game and is the most harmful to you
relatively is the fairest way to
proceed.
>> Yeah, I think a lot a lot of sweaty
gamers who forget that they Again, no
one will remember or care who won are
like, "Oh, I forgot the two points. You
got to give me the two points. I'm going
to lose, right?" It's like, "I don't
care about this game. It's a meaningless
game." It's like, "Yeah, okay. The game
is technically wrong if I don't get the
two points. I definitely miss them.
Whatever." But it's like, "Well, if I
just don't take them, it only hurts me
and it doesn't really invalidate the
result, right?" It's like, "I'm only
hurting myself." Let's say
>> cheating, obviously. Otherwise, I'd be
like, "Oh, no. I missed five points. Oh,
I missed 10 points. Oops, right?"
>> Let's say I saw too many cards cuz I
drew too many on my turn in Dominion. I
didn't notice till the next go around
and like that information mattered in
some way. I might just offer the table,
"Look, next round, I'm going to only
draw four cards and that turn is just
going to suck." Like, "Yeah, that's not
in the rules." That's a super judgment
call. But, that's what judges are for in
common law. They make judgments and then
the rest of the table is the jury that
agrees, "Yes, that is equitable and
acceptable." We're humans. We can make
these kinds of negotiations. If someone
at your table cannot handle that level
of adult negotiation, I would advise you
not playing games with them anymore.
So, sometimes, right? It's possible to
fairly correct the error as we've been
discussing, right? Oh, we we had a video
and we saw that, you know, you were
offsides at that exact moment, right?
And we know, okay, so we're going to
take that goal off the board and that's
the correct thing to do and no one needs
to get mad about it. But sometimes, you
can't fairly correct the error. Yep.
What if you can't? There is no way to
make the game work. And my advice is
very simple.
You know, in sporting Hall of Fame,
sometimes there's a name and a record
and there's a little asterisk next to
that record and then there's a note that
explains all the controversy around it.
Just agree to the table, "Well, we say
this a lot. Well, this game's apps
There's an asterisk next to the result
of this game, but we are going to
proceed because we are having fun
playing the game." Another perfectly
valid path when you cannot correct the
error. It's like, "Well, the game has
gone out of bounds. We cannot There's
nothing we can do to bring it back in
bounds and make this a legal game
anymore. We will just end the game.
Don't need to declare a winner. It's
just a board game. Who cares, right?
We're just going to pack it up. We're
like, "All right. This game is over."
>> Uh-huh. Okay. Great. That means we can
play another game sooner, right? It's
like, "We'll play more games today. We
played this one only halfway through,
but nobody cares, right? You can't even
probably tell me remember who won the
game this morning. So, what it Whatever.
And let's go. Let's just play a new game
and put this one away. Maybe one day
we'll take it out again and we'll play
it without errors, but we've messed this
one up. We've screwed up." When you know
you screwed up, right? You're doing a
drawing and you've made a mistake in
ink, throw it out and start with a new
blank sheet of paper. Yep.
Be wary of the friend who when you agree
to end the game in this manner, insists
on saying who would have won. That
person is probably the person who was
the result of a lot of the other
problems at your table.
>> [sighs]
>> So, in the final section, we have about
10 minutes left. We're going to talk
about for both players and then for
designers, how do you prevent this from
happening in the first place? And the
first piece, the most important piece,
and I know you're all guilty of this, do
better, actually read the rules to games
that you play. I know you might hate
reading the rules. There's a lot of
people who hate reading the rules.
People again, I just I have different
levels of skill at reading the rules,
different levels of literacy, languages,
there's a lot of math skills. Some
people are just, you know, have trained
at reading rules and some people have Or
you're at PAX, it's going to take an
hour for everybody to read the rules. It
takes time to read the rules. You don't
have enough copies to hand out to
everybody. Whatever it is, there's going
to be barriers between you and reading
the rules, but the best thing you can do
is to have every person involved read
the rules cover-to-cover, all the words,
don't skip sections, don't skip the side
text unless it's pure flavor text. You
might be able to skip it, maybe. It
might be helpful though to give you an
idea, right? It gives you context for
what the the rules are and help you
remember them better.
Um,
read the rules. [laughter] It's a
tabletop game. The rules are the game.
If you're not reading the rules, it's
like, what's going on here? And a tiny
piece of advice, you know you're at the
table and you're playing a game and then
one of the players when it's not their
turn is like looking suspicious and then
they reach for the rule book and they
start reading something, but they don't
say anything. That's crap. If you reach
for the rules and you're not just
refreshing yourself cuz you think
something's hinky or you're trying to
figure out the end game scoring because
you want to make sure that you're going
to win, tell the group like, "Hey, I'm
just going to clarify the rules on bonus
scoring at the end cuz I'm not sure how
it works." Let everyone know what you're
looking at because most of the time when
you're looking is because you think
you're going to win and you don't want
to let on that you figured out how many
points the castle's worth at the end of
the game. Pretty much every time I grab
for a rule book during a game, whatever
I'm looking up, I will remind the whole
table, "Ah, the rule is X." Even if
everyone's like, "Yes, Scott, you're the
only one who forgot that rule.
>> [laughter]
>> Uh, we all knew that." It's like I'm
still I'm letting you know, "Oh, yes,
I'm clarifying this thing, right?" And
mostly clarifying it for myself, but why
not clarify it for everyone for the
fifth time cuz I forgot it again. And
this happens, you're at a PAX, you're
tired. I have clarified rules for people
at the table and then on my same damn
turn messed up the same rule I just
clarified. It happens.
If you can get someone to referee, one,
that's actually really fun. Like we we
have friends sometimes who will referee
games for us. That is so fun. And if you
are the person who knows all the rules
to your friends' games, it is very fun
to be the one who facilitates other
people in playing games so you can get
some enjoyment. Well, it's arguable
whether that's fun, but it is I find it
fun. It is a position If somebody offers
to volunteer that labor for you, you
should be very thankful and grateful to
them and heap praise and honor upon
them.
But I'm whispering in your ear, if you
are that person, it's actually a sneaky
trick. If you facilitate and referee
games for your friends, you will also
teach them how to play these games
correctly and then they will be able to
play these games with you without
messing up the rules.
But
a big part of tabletop is that it's a
collaborative experience. You are all
each others' referees. So, for players,
say what you're doing Be explicit and
procedural about the actions you take in
games. If you ever sit down at a table
with us, we're always giving this
running dialogue of "I'm drawing two
cards. I will play the machete. I used
the machete six times. Now I play the
or. I'm using the or twice. I'm
collecting my six victory points." And
Scott'll pipe up and say, "No, no, no,
no, no, you should take seven. You
forgot about the provost." Like say what
you're doing and be methodical and pay
attention to what everyone else is
doing. Don't be looking at your phone
during other people's turns.
But really,
we stopped giving bad reviews of games
on GeekNights. We review a lot of
tabletop games. We we we don't really If
we don't like a game, we just don't play
it and I'll Full disclosure, there's a
lot of games I read the rules and we
decide it's not worth reviewing or even
playing. I'll review a game solely from
the rules.
If the rules are hard to interpret or
bad or broken, don't bother with that
game. There are so many games out there.
If no new board games were ever made,
there are more good board games that
already exist than you could ever play
in the rest of your life. If you don't
want to mess up rules, play games where
you're going to get the rules right. If
you challenge yourself, right, to play a
game where the rules are written poorly,
the rules are challenging, there's lots
of fiddly bits to mess around with and
things that are easy to forget, you're
setting yourself up for failure. You are
going into a game knowing that it is
very likely you will not make it to the
conclusion without getting anything
wrong.
Play games where the rules are clear.
Nobody has any questions. There's no
unambig- There's no ambiguous texts,
right? There's no other kinds of weird
issues and, you know, you're not going
to like fall asleep through all the
games going on and and miss something.
Then, yes, your chances of success and
getting to the end of the game correctly
are much higher.
So, designers, one,
designers, I love you. You are so bad at
writing rules. Get an editor. I swear.
But the the rules to tabletop games are
some of the worst written documents I've
ever read in my life. The number of
games I have read where the rules are
good, it's like a breath of fresh air.
It's like the sun shines down upon me
and I'm filled with the light of the
world. At the very least, find some
people and don't teach them how to play
the game. Just give them the rule book,
force them to read it and play it and
then watch silently with your mouth
zipped shut. You're not allowed to react
or anything and write just write down
notes, all the things that they get
wrong and you'll see how flawed your
rule books are. We did a whole panel
about this at another PAX. It's on
YouTube. This is an hour of extremely
specific advice for how to write rules.
There will be a link to this from our
website and the flyers and everything.
Don't worry about trying to get a
picture, but this is very good advice.
This is actually our most popular
lecture that we've ever given. I am very
proud of it and if you follow even a
tenth of the advice we give here,
uh, your game is already going to be in
the 99th percentile of well-written
rules.
Design elements into your game to make
it hard for players to mess up. The
Games got really economical with really
small pieces of for about a decade and
now we're getting weird stuff again, but
this game has a lot of extra space on it
including this huge area that is just
This isn't part of the game. All this is
is a place to put some cubes to make it
easy to figure out when and how to score
everything.
Give the players mechanical things in
the game to help them score. If who went
first in the round matters, you better
give the player a who went first marker
that sits in front of them so everyone
knows who went first. I'm sorry to
anyone out there who likes it, but
Cribbage, I learned to play it maybe a
year ago, is a terrible game. It's
awful. It's garbage. It's just random
nonsense, but
one genius thing about Cribbage is that
there's a little scoring track. You have
two markers on the scoring track. One is
your current score and the other one you
use to go forward and you know what your
previous score was. So, if you get five
points, you're like, "Ah, I can see that
I've gotten to five points." A game like
this, you just have one cube that goes
around a scoring track. If the cube is
bumped or goes It's like you never you
you have no that physical mechanism is
helping you in Cribbage know how many
points you had, how many points you
gained, and you always move the back one
forwards and you can see and you'll
never mess up your score on a Cribbage
board, whereas cubes going around the
edge of a piece of cardboard, it gets
messed up all the time. There's hidden
countable in this game. You're putting
cubes in here. If you put cubes in here,
you can't see them. That's part of the
game. It's a big device and when you put
them in, they make a loud clank so
nobody can miss that you have put cubes
in there.
Fury of Dracula has a whole section of
the book that basically says
what to do if Dracula cheated because
Dracula is taking a bunch of actions
with decks that only Dracula can see. No
other players can see this. It is really
easy for Dracula to royally eff up the
game. So, the game just built in a
catch-all mechanism to handle that.
Puerto Rico, another thing, it's really
easy to forget to refill the ship. And
if you forget to refill the ship, then
you're kind of screwed later in the game
cuz the the refill happens disconnected
from when you need the refill to have
already happened. So, the game has a
rule that says, "Hey, if the players
forgot to refill the ship, here is what
you do right now to proceed with the
game."
Another game that has this is called ice
hockey. If I trip a guy or I punch a guy
or I stab a guy with my stick, you go in
the box. Yeah, there's rules for what to
do about that.
>> [laughter]
>> So, the game can proceed and you stay in
the box.
We have exactly 1 minute left, so we're
out of time today. I hope this was
enjoyable and if you take nothing else
away,
think a lot about the games you play,
learn the rules to them because the
rules of the game aren't just these like
oppressive boundaries preventing you
from having fun. The rules are the game.
And if you understand the rules, you
will understand the game and the same
advice applies to life.
All right. So, if for some reason you
enjoyed staying in this room, unlike the
wise individuals who left to go play
games,
Uh,
there are 20 years of us podcasting and
also talking at other 40-something PAXes
that are all available for free on the
internet with no
>> 370 panels since the year 2002.
>> Okay, we got a QR code, we got flyers,
and we also I made these stickers with
our logo on them. These stickers cost me
a dollar each. They will cost you zero
dollars. They're pretty high quality. If
for some reason you like our logo, but
you may not put this sticker anywhere
that is vandalism, especially not on
this building. None of the surfaces of
this building. If the sticker appears
there,
you're in big trouble. If you want the
sticker, you have to come here and tell
me where you are going to put the
sticker.
>> [laughter]
>> And I will give you one.
And thank you all. All right, we're
done.
>> [applause]
>> All right.