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Board game rulebook text

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Board game rulebook text

Example result

Example for the Standard package

Lore document: a cozy fantasy farming game

Setting

Hollowmere is a valley lake that breathes. Each spring the Thaw raises the water and drowns the low fields; each autumn the Ebb pulls it back and uncovers old ruins, shells and seeds. Villagers farm on terraces and floating rafts, and the year is planned around the lake rather than the sun.

History in brief: two hundred years ago the valley was dry, ruled by the city of Merrow. The city dammed the river to grow rich, the dam cracked, and the lake swallowed Merrow in one night. Survivors built the village of Hollow on the hills above. Nobody has dived to the old city in living memory — until now.

Factions

FactionWantsFearsPlayer's role
The Terrace GuildStable harvests and keeping the old waysChange; outsiders "stirring the lake"Main source of farming quests and tools
The Raft FolkFreedom to move with the water; trade with the city downriverBeing pushed off the good shoresSell rare goods, unlock boat upgrades
The Keepers of MerrowTo raise the sunken city's relics and learn why the dam failedThat the truth will blame their own ancestorsLead the diving storyline

Key characters

  • Ada Fenwick, Guild elder — kind but stubborn; lost her brother to a Thaw flood. Motive: protect the village at any cost.
  • Juno Reed, Raft Folk trader — cheerful, always a deal ready; secretly sends money to family downriver. Motive: buy her own boat.
  • Brother Cal, Keeper — quiet scholar who found a Merrow diary. Motive: prove the flood was not an accident.

Quest outline: "What the Ebb Gave Back"

  1. Autumn, week 1: the Ebb uncovers a stone door near your farm. Ada wants it reburied.
  2. Week 2: Juno offers to trade a diving bell part for 20 lake lilies.
  3. Week 3: Cal decodes a symbol on the door: the mark of Merrow's dam engineers.
  4. Choice: open the door now (Cal's way) or wait for Guild approval (Ada's way). Each path changes who helps you in winter.
  5. Reward: first dive unlocked; a new crop, drowned barley, that grows only underwater.

Lore rules (to keep it consistent)

  • The lake never rises outside the Thaw; any "sudden flood" in a story must have a cause
  • No magic spells; wonder comes from nature and old engineering
  • Merrow's people are never pure villains — they built the dam to end a famine

Client: a two-person indie studio. Game: Hollowmere, a cozy farming and exploration game for PC and Switch. Their idea: "farming on a lake where the water level changes with the seasons."

The client and all details are made up.

About this service

We turn your game's mechanics into a rulebook that new players can follow at the table without calling the designer: components, setup, a turn step by step, how to win and what to do in tricky situations. We use consistent terms for every game element, add examples of play where people usually get stuck and keep the flavour text separate, so the rules stay easy to find.

What is included

  • What you getRulebook text with components, setup, turn structure, end of game, examples of play and, in higher tiers, a quick reference and FAQ. You get it as formatted text you can paste or download as a file.
  • Clear turn structurePhases and actions in the order they happen
  • Consistent termsOne name for each card, token and action
  • Examples of playWorked examples for confusing moments
  • Setup sectionStep-by-step, with notes for each player count
  • Gaps flaggedWe point out rules that are missing or contradict

How it works

  1. 1
    BriefYou send your rules notes and components
  2. 2
    StructureWe order the rules and fix terms
  3. 3
    RulebookWe write the text and examples

What we need from you

Your current rules in any form (notes, a draft, a description of how you play), the component list, player count and play time, the theme and the audience (families, gamers, kids).

We will ask you:

  • What kind of game is it?
  • How many players, what ages and how long is a game?
  • What components are in the box?
  • Where do your playtesters usually get confused?

Compare packages

PackagesBasicRules for a light game$15StandardFull rulebook$35PremiumRulebook for a complex game$69
Deadline1 day3 days5 days
Revisions123
Rulebook lengthup to 1,500 wordsup to 4,000 wordsup to 8,000 words
Examples of playup to 2up to 5up to 10
Quick reference and FAQNoYesYes
Order BasicOrder StandardOrder Premium

Payment protection

You pay when you order, but the money is released only for accepted work.

  • Fixed priceThe package price does not change after you pay.
  • The money is reservedWhen you pay, the amount is only reserved. It is released to the service once you accept the work.
  • Checked before deliveryEvery result goes through a quality check before it reaches you, and you see it on the order page before accepting it.
  • Free revisionsAsk for changes within your brief as many times as the package allows.
  • Acceptance after 3 daysIf within 3 days of delivery you neither accept the work nor ask for changes, it is accepted automatically. If you write in the order chat after delivery, the order waits; once we answer, we may start the 3 days again and will say so in the chat.
  • Redo or a full refundIf the result does not match your brief and the revisions did not fix it, or the work takes more than twice its deadline, write in the order chat: we will redo the work or refund the payment in full.
How it works →

Questions and answers

Will you playtest the game?

No. We write from your rules and flag gaps and contradictions we find. Blind playtesting with the new rulebook is the best next step.

Do you do the layout with pictures?

No, you get the text with notes where diagrams or illustrations should go. The layout is done by your graphic designer.

Can you write rules for Kickstarter or print-and-play?

Yes. Mention it in the brief, and we keep the text compact enough for a print-and-play file or a campaign page preview.

Can I ask for changes?

Yes, within the revisions of your package.

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Order · $35· 3 days