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rulebook-writing

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Expert guidance for writing UP SHIP! rulebook content following Euro-style board game best practices. Use when drafting rules sections, reviewing rules clarity, restructuring content, or ensuring consistency. Covers section ordering, terminology, formatting, cross-referencing, and audience design.

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SKILL.md

name rulebook-writing
description Expert guidance for writing UP SHIP! rulebook content following Euro-style board game best practices. Use when drafting rules sections, reviewing rules clarity, restructuring content, or ensuring consistency. Covers section ordering, terminology, formatting, cross-referencing, and audience design.

UP SHIP! Rulebook Writing Skill

Overview

This skill provides expert guidance for writing and maintaining the UP SHIP! rulebook, applying proven Euro-style board game rulebook best practices. It covers section ordering, writing style, terminology consistency, formatting conventions, and techniques for serving multiple reader audiences.

Core Philosophy

The Three Rules of Rulebook Writing

  1. Clarity Over Brevity: A longer, clearer explanation beats a shorter, confusing one
  2. Sequential Disclosure: Introduce concepts in the order players encounter them
  3. Consistent Terminology: Use the same term for the same concept every time

Three Audiences to Serve

Every rulebook section must work for three types of readers:

Audience Need Design Approach
First-time Players Learn from scratch Sequential flow, define terms before using
Active Players Quick reference during play Bold keywords, scannable structure, clear headings
Returning Players Memory refresh Glossary, quick reference, section summaries

UP SHIP! Rulebook Structure

Recommended Section Order

The UP SHIP! rulebook follows this structure, informed by best practices:

  1. Title & Overview (§1)

    • Game theme (Golden Age of Airships)
    • Player count, play time
    • Victory condition stated early
    • Game end triggers
  2. Glossary (Front matter)

    • Quick reference for all key terms
    • Cross-references to detailed sections
    • Alphabetical for quick lookup
  3. Components (§2)

    • Per-player components listed first
    • Shared components second
    • Include quantities and visual descriptions
  4. Player Board (§3)

    • The Factory Interface zones
    • Blueprint mechanics (critical to understanding)
    • Crew tokens (Officers, Engineers)
    • Economy tracks
  5. Core Systems (§4)

    • Technology acquisition (R&D)
    • Upgrade installation
    • Lifting gas system (Hydrogen vs Helium)
  6. Routes & Network (§5)

    • Route types and requirements
    • Claiming routes
    • Income and scoring from routes
  7. The Game Loop (§6)

    • Round structure overview
    • Worker Placement phase
    • Reveal phase
  8. Building & Launching (§7)

    • Construction Hall actions
    • Launch requirements (Physics Check)
    • Hazard Check system
    • Fire and damage
  9. Deck Building (§8)

    • Starting deck
    • Market Row purchases
    • Card icons and effects
  10. Age Transitions (§9)

    • What carries over
    • What resets
    • Blueprint replacement
  11. Faction Rules (§10)

    • Germany, Britain, USA, Italy
    • Unique abilities and constraints
  12. Advanced Rules (§11)

    • Optional variants
    • Solo mode (if any)
  13. Detailed Procedures (§12)

    • Edge cases
    • Specific action procedures
    • Timing windows
  14. Appendices

    • A: Design Notes / TODO
    • B: Quick Reference
    • C: Technology Tiles
    • D: Upgrade Tiles
    • E: Hazard Deck
    • F: Market Deck

Key UP SHIP! Cross-References

These interconnected systems require consistent cross-referencing:

System Cross-References To
Blueprint (§3.2) Technology (§4), Upgrade (§4.2), Launch (§7)
Physics Check (§3.2, §7.2) Gas Cubes (§4.4), Weight (§3.7), Lift (§4.4)
Hazard Checks (§7.3) Ship Stats (§3.7), Appendix E
Age Transitions (§9) Blueprint (§3.2), Technology (§4), Routes (§5)
Progress Track (§1.3) Technology (§4.1), Game End (§1)

Writing Style Guide

Verb-First Instructions

Start instructions with the action verb:

# Good
Draw 2 cards from your deck.
Place 1 Agent on an empty Ground Board location.
Compare your ship's Speed to the Hazard difficulty.

# Avoid
You should draw 2 cards from your deck.
The player places 1 Agent on a Ground Board location.
Your ship's Speed is compared to the Hazard difficulty.

Consistent Terminology

UP SHIP! uses specific terms that must be consistent:

Use This Not This
Agent worker, meeple
Blueprint ship design, schematic
Gas Cube gas token, lifting gas
Hazard Check danger roll, risk test
Install attach, place (for upgrades)
Claim (route) take, capture, control
Acquire (technology) buy, purchase, research
Launch deploy, send, fly
Physics Check lift check, weight check

Capitalization Rules

Capitalize Don't Capitalize
Game terms: Agent, Blueprint, Hazard Check Generic words: route, card, token
Phase names: Worker Placement, Reveal Phase Common verbs: draw, place, move
Zone names: Drawing Office, Launch Hangar Directions: left, right, top
Upgrade types: Frame, Fabric, Drive, Payload Stats unless specific: speed, range
Age names: Age I, Pioneer Era General time: early game, late game

Bold Usage

Use bold for:

  • First mention of a defined game term
  • Key warnings or reminders
  • Cross-section references: "See Section 7.3 Hazard Checks"

Numbers and Quantities

  • Spell out numbers one through nine
  • Use numerals for 10 and above
  • Always use numerals with units: 5 Lift, £3, 2 Research
  • Use numerals in tables and stat blocks

Example Format

Use callout boxes for examples:

> **Example:** Anna launches her airship with Speed 3 and Range 4.
> She draws a Hazard Card showing Engine Failure (Reliability 3).
> Her ship has Reliability 2, so she fails by 1. The Hazard takes effect.

Formatting Best Practices

Section Headers

Use hierarchical headers consistently:

# 7. BUILDING AND LAUNCHING SHIPS

## 7.1 Ship Construction

### Construction Hall Actions

#### Building from Blueprint

Tables for Stats and Options

Use tables when comparing options:

| Gas Type | Cost | Lift | Fire Vulnerability |
|----------|------|------|--------------------|
| Hydrogen | £1/cube | +5 | Vulnerable |
| Helium | £2-15/cube | +5 | Immune |

Lists for Sequential Steps

Use numbered lists for procedures:

**To Launch a Ship:**
1. Verify Physics Check passes (Lift ≥ Weight)
2. Pay Officer cost (1 per Age number)
3. Spend gas cubes from Gas Reserve
4. Draw Hazard Card and resolve
5. If successful, claim route and move ship token

Cross-References

Format cross-references consistently:

See Section 7.3 for Hazard Check procedures.
(See §3.2 Blueprint for slot types.)
Refer to Appendix E: Hazard Deck.

Common Mistakes to Avoid

1. Forward References Without Definition

Bad: "Place gas cubes (see Section 4.4) on your Blueprint." Good: "Place Gas Cubes—tokens providing +5 Lift each—on your Blueprint. See Section 4.4 for the complete gas system rules."

2. Inconsistent Terminology

Bad: "Your workers... your agents... your meeples..." Good: "Your Agents" (consistently throughout)

3. Passive Voice

Bad: "Cards are drawn by each player." Good: "Each player draws cards."

4. Ambiguous Pronouns

Bad: "When it reaches the threshold, it ends." Good: "When the Progress Track reaches the threshold, the Age ends."

5. Mixing Rules with Examples

Bad: "Install an Upgrade tile. For example, if you install a Diesel Engine..." Good:

Install an Upgrade tile in a matching empty slot.

> **Example:** You install a Diesel Engine in your Drive slot.

6. Burying Critical Information

Bad: Long paragraph with "Note: Ships cannot launch if..." in the middle Good: Bold callout or dedicated subsection for critical rules

Quick Reference Design

Create quick reference materials that:

  • Fit on one page or card
  • Use icons consistently
  • Include turn sequence
  • List all Ground Board locations
  • Summarize key costs and limits

UP SHIP! Quick Reference Elements

  • Turn sequence (Worker Placement → Reveal → Income/Cleanup)
  • Physics formula (Lift ≥ Weight)
  • Ground Board locations and their symbols
  • Technology track discounts
  • Age transition summary
  • Hazard Check procedure

When This Skill Activates

Use this skill when:

  • Writing new rules sections for UP SHIP!
  • Reviewing existing sections for clarity
  • Reorganizing content for better flow
  • Checking terminology consistency
  • Adding examples or edge case clarifications
  • Creating quick reference materials
  • Preparing rules for playtest feedback

Supporting Resources

This skill includes reference files in references/:

  • section-templates.md - Templates for each rulebook section with UP SHIP! examples
  • writing-checklist.md - Validation checklist for rules completeness and clarity

Sources

Best practices synthesized from: