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Matthew Baldwin - Read the Rules: What technical writers can learn from board game design thumbnail

Matthew Baldwin - Read the Rules: What technical writers can learn from board game design

Write the Docs·
5 min read

Based on Write the Docs's video on YouTube. If you like this content, support the original creators by watching, liking and subscribing to their content.

TL;DR

Treat rulebooks as unpatchable instruction sets: design for correctness and clarity before shipping.

Briefing

Board game rules are a high-stakes form of technical writing because they’re effectively “unpatchable” once printed: if a rule is unclear or missing, players can’t experiment their way to the answer and the game won’t work until the rulebook is fixed. That makes rulebooks a useful model for documentation work, since the rules function like an algorithm executed by people—where the “platform” is the reader and the “program” is the step-by-step instructions. Matthew Baldwin, a content developer at Microsoft and a longtime board game enthusiast, argues that technical writers can borrow board game rule design principles—especially information architecture and usability best practices—to make complex systems easier to learn, navigate, and trust.

His first focus is information architecture, using Wingspan as the centerpiece example. The rulebook splits content into a main “how to play” guide plus an appendix reference, so readers get a guided learning path without being forced to wade through every edge case up front. Wingspan also teaches from general to specific: it starts with a short, theme-flavored introduction that still communicates concrete learning goals (what players do, what resources exist, and how points are earned), then provides an overview of turn structure and round flow, and only then drills into the details of each action (play a bird, gain food, lay eggs, draw cards) and bird powers. Baldwin highlights how this structure creates “bounds” in the reader’s mind—like assembling puzzle edges first—so later details have a clear place to land.

Navigation and scanability get treated as design requirements, not afterthoughts. Wingspan’s sections use clear headers, images, and whitespace, with nonessential notes visually separated so readers can ignore them when they’re focused on playing. The appendix acts as a just-in-time reference when a card interaction isn’t obvious, mirroring how good technical documentation separates conceptual explanations from dense reference material.

In the second half, Baldwin offers a “laundry list” of rulebook best practices that translate to documentation. People learn by doing, so step-by-step setup pages and “quick start” style instructions work better than passive reading. Clear language beats branded jargon: calling hexagons “squares” (or renaming familiar concepts like a draw deck) may feel clever but causes forgetting and confusion later. Consistency matters: define terms once and use them exclusively, which also reduces localization burden. Images and examples improve comprehension—especially for setup—while overusing screenshots can create maintenance problems. He also recommends flagging frequently missed steps, using consistent layouts via templates, and tailoring the writing style to the audience (war gamers may tolerate numbered, versioned structures; role-playing fans may prefer more narrative prose). Accessibility shows up in practical choices like icons for color-blind readers and second-person writing that avoids gendered pronouns.

Finally, Baldwin stresses validation: designers should run blind play tests where people learn from the rulebook alone, revealing omissions that experts overlook. After release, feedback loops matter too. He points to Tapestry’s self-reported gameplay data, which led to balancing patches, and argues technical teams should similarly monitor support signals and verbatims to patch documentation experiences before customers struggle. In short: rulebooks succeed when they teach effectively, navigate cleanly, use consistent terminology, and continuously improve based on real user friction.

Cornell Notes

Board game rules work like a form of technical documentation where the “program” is executed by people, and the stakes are immediate: unclear or missing rules can’t be patched after printing. Baldwin uses Wingspan to show how strong information architecture—general-to-specific teaching, a separate reference appendix, and scan-friendly layout—helps readers learn without getting lost. He then lists documentation tactics drawn from rulebooks: teach by doing, use familiar language, define terms once and reuse them consistently, add images and examples, and call out steps people commonly miss. He also emphasizes blind play testing before release and using feedback data afterward to improve the experience.

Why does Baldwin treat board game rulebooks as “quintessential” technical writing?

Because the rules are the actual mechanism of play: the board, cards, and components aren’t the game—the rulebook is. If a rule is unclear or omitted, players can’t reliably deduce what’s missing through trial and error, and there’s no easy “patch” once the product ships. That makes rule writing a high-stakes, algorithm-like instruction set where people are the execution environment.

How does Wingspan’s rulebook structure reduce reader confusion?

It splits content into a main how-to guide plus an appendix reference. The main guide teaches from general to specific: a short intro paragraph frames the goal and key resources; an overview explains turn choices and how turns group into rounds; then the details arrive as separate pages for each action (play a bird, gain food, lay eggs, draw cards) and for bird powers. This creates “bounds” for where details belong, improving comprehension and navigation.

What does “customer intent” mean in this context, and how does it shape the writing?

Customer intent is the goal the reader is trying to achieve. In Wingspan, the player’s intent is to accumulate points, so the rulebook repeatedly orients explanations toward how points are earned (birds, bonus cards, end-of-round goals, eggs, cash, food). Baldwin argues technical documentation should similarly align every section with the reader’s objective rather than dumping procedures without context.

Why does Baldwin warn against renaming familiar concepts (like “draw deck”)?

Renaming can feel thematic, but it increases cognitive load and causes forgetting. If a reader returns later, a term like “case file” or “Scotland Yard” may not immediately map to the familiar “draw deck” or “discard pile,” forcing them back to the rulebook. Clear language helps readers recognize concepts instantly and reduces ambiguity.

What practices improve consistency and localization outcomes?

Define terms once and use them exclusively. Baldwin’s example is changing “ephemeral disks” to “temporary disks” so the documentation matches what users already call the concept. Consistent terminology also reduces localization work because fewer distinct terms need translation and readers avoid uncertainty about whether two names refer to the same thing.

How should documentation teams validate and then improve after release?

Before release, run blind play tests: give people the draft instructions without extra explanation and watch where they get stuck, since experts often omit “obvious” steps. After release, monitor feedback data—support verbatims, metrics, and user-reported friction—so recurring problems can be addressed with updates, similar to how Tapestry used self-reported gameplay data to rebalance civilizations.

Review Questions

  1. Which parts of Wingspan’s rulebook are designed for learning versus quick reference, and what problem does that separation solve?
  2. Give two examples of how terminology choices (e.g., branded names vs clear terms) can affect reader comprehension months later.
  3. What would a “blind play test” look like for a technical documentation draft, and what kinds of issues would it likely reveal?

Key Points

  1. 1

    Treat rulebooks as unpatchable instruction sets: design for correctness and clarity before shipping.

  2. 2

    Use information architecture that teaches general concepts first, then provides structured details that fit the reader’s mental model.

  3. 3

    Separate conceptual documentation from dense reference material so readers can learn quickly without losing time.

  4. 4

    Write in clear, customer-recognized language; avoid jargon or thematic renaming that increases recall costs.

  5. 5

    Define terms once and reuse them consistently to prevent ambiguity and reduce localization complexity.

  6. 6

    Improve scanability with consistent layouts, headers, whitespace, and visual separation of optional notes.

  7. 7

    Validate with blind play tests and improve post-release using support signals and user feedback data.

Highlights

Wingspan teaches from general to specific—goal framing, turn/round overview, then action-by-action details—so readers always know where new information belongs.
The appendix model turns “reference” into just-in-time help, preventing dense edge cases from derailing first-time learning.
Blind play testing is a practical antidote to expert blind spots: people who know the system best are also the most likely to omit what feels obvious.
Tapestry’s self-reported gameplay data demonstrates how feedback loops can drive balancing patches—an approach Baldwin argues documentation teams should mirror with support and verbatim analysis.
Accessibility isn’t only about compliance: icons, color-blind-friendly cues, and second-person wording can remove friction without changing the core system.

Topics

Mentioned

  • Matthew Baldwin