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"What makes a good quick reference sheet ?" Topic


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jwebster Supporting Member of TMP19 Sep 2016 12:06 a.m. PST

Many rules are happy to declare "all rules summarized on a single quick reference sheet"

However, now my eyes have aged not quite in the manner of a fine wine, I have to put on my glasses to see a QRS. One sheet I used, which was just a repeat of the tables in the body of the rules, had tiny print to list out exceptions. I couldn't read it with my glasses on :(

So I was thinking about what makes a good QRS – here are my ideas, I would like to hear others


    [li] Largish text to make it easy to read. I don't have a number for the best font size. I am prepared to have a several page QRS[li]
    [li] Has enough information so that I don't have to open the rules book in 90% of cases [li]
    [li] clearly structured so that different rules about a single topic are found in one place [li]
    [li] clearly laid out. Spacing separates rule concepts, no graphics that detract from the text or make it harder to identify what is text and what is gloss, even for an instant. [li]
    [li] colours used modestly to find specific row and column in a chart[li]

John

normsmith19 Sep 2016 3:10 a.m. PST

Font 14.

All combat process on one sheet in one place. All movement and perhaps morale on the other side. Abbreviated sequence of play wherever it will fit.

Durban Gamer19 Sep 2016 4:18 a.m. PST

As an older player, I totally agree good QRS essential before I will play those rules. Ideal is on 2 A4 sides, with print size 12/or bigger. Otherwise, 2x A3 sides, which fold in the middle like a giant Xmas card.

VVV reply19 Sep 2016 4:24 a.m. PST

Its ii) for me.

Wackmole919 Sep 2016 5:13 a.m. PST

on 1 page front and back only

Personal logo Extra Crispy Sponsoring Member of TMP19 Sep 2016 5:23 a.m. PST

Like you I have given up on caring about "pages." One page in 6 point type is not better than 4 pages of 14 point type.

I am in the process of remaking several QRS rule sheets and have come up with some general guides for making them better.

  • They should present information in the order of the turn sequence if possible. Charts MUST follow a mechanic sequence. So if you spot, hit, penetrate, the spotting chart, to hit chart, and penetration charts should be in that order. Naturally, this means everything for each section of the rules should be in the same place, and in some sensible order (not just where will it fit?).
  • They should have space for unit info/stats with the charts they are used with thus combining the roster or army charts with the QRS in one document. Having to fill them out takes a few minutes up front but saves LOADS of time during play.
  • Cross reference page numbers. In the FoW image below, the small black circles refer to the page number for the rules in my rule book (small PB second edition).
  • They should provide a quick reminder of how each mechanic works (Flames of War does this part very well). Each step, in order, with reminders and explanations.
  • Use color and layout to help organize charts and information. Better to leave some empty space than cram everything together just to fit it on one page.
  • Leave empty space (Flames of War fails at this) to help aid the eye!
  • Eliminate bad charts. If a chart compares X to Y to give a value, redesign to eliminate that chart. If a chart has 18 DRMs it is too cumbersome and needs to be redesigned. Layout or confusing labels can also kill a chart.

Here are some WIP sheets from my WarSword fantasy game as an example of what I think a good QRS should look like.:

FRONT

picture

REAR

picture

I'm also in the process of re-working the Flames of War sheets to include my revamped turn sequence, unit data, and bigger type. It will be 4 pages but actually much easier to use than their 2 pager. Here is a shot of a draft of the shooting page:

picture

Zippee19 Sep 2016 5:38 a.m. PST

Everything pertinent to a typical game on a single (max double sided) A4 sheet – in decent font size, clearly laid out in a sequence that makes sense to the game at hand.

For some rules this is fairly easy (Lasalle for instance) for others an impossibility (From Valmy to Waterloo for instance).

So I guess what's really needed are succinct, streamlined, clear rules.

Personal logo etotheipi Sponsoring Member of TMP19 Sep 2016 7:07 a.m. PST

What makes a good quick reference sheet? Good rules that create a sense of logical progression of the turn in the player's mind. Then the sheet can contain a few, harder to remember details in a format that is easy to read quickly.

One of the best ones I did was "two sided". Side one had the general game flow and arrows (color coded) with the word "FLIP" to the detailed bits on the back. The hope was that the first couple of turns of the game you would need side one, but stop flipping and just settle on the reference bits.

VVV reply19 Sep 2016 8:44 a.m. PST

Oh and for Action all Fronts I did a QRF for each army.

Front page, the general rules. Rear page, the army specific info.

(Phil Dutre)19 Sep 2016 9:58 a.m. PST

Most QRSs list only the trivial rules, that you know by heart after two or three games. Therefore, that type of QRS is mostly unusable.
A good QRS lists the unusual rules, that you need only every few games.

I usually make my own QRSs, and update them regularly.

robert piepenbrink Supporting Member of TMP19 Sep 2016 12:25 p.m. PST

I tend to agree with Zippee. One sheet, two sides, font 10 at least, sequence of operations, movement rates, fire, morale and if necessary melee and command. If you can't express these in that space, there's a problem with the rules.
(And if you go to multiple sheets, I will guarantee you won't have the one you need.)

Personal logo Extra Crispy Sponsoring Member of TMP19 Sep 2016 1:31 p.m. PST

I go to multiple sheets all the time.

I use a stapler. Problem solved.

UshCha19 Sep 2016 1:45 p.m. PST

We define ours as an Expert QR sheet. It assumes the player has read the rules and understands the basics. I never did get round to writing a beginers sheet. Maybe that is because the beginners needs to read the rules or have them explained to him by a proficent player.

However our games in not aimed primarily at the occational player in a multi player game. Diffrent games may need diffrent approaches.

jwebster Supporting Member of TMP21 Sep 2016 10:49 a.m. PST

@Crispy
I think this is a fantastic example and I like your list. Someone suggested page numbers to me the other day and I think you are right
What software do you use to produce your QRS ?

From UshCha

occasional player

yes – I agree this is a vital use of QRS
I have a pretty poor memory for things that are very similar, so even basic things like how many dice to roll in bucket games help.

From robert piepenbrink

agree with Zippee. One sheet, two sides, font 10

I think this is an important target – only go to more if the rules are that complex – that's my excuse for my DBA QRS.

From Phil Dutre

I usually make my own QRSs, and update them regularly.

Yes, it's only by playing with a range of people that you discover what is easy to remember and not … For sure, if you ever laminate your QRS, someone is going to find a mistake :)

From Super Crispy

I go to multiple sheets all the time.I use a stapler. Problem solved.

I find a page protector works better :) Unless you are expecting to write on them …

The bit I forgot to mention, is that many things can go into force sheet/army list etc. I do like the way Mark put some important rules at the top of the force list

The thing that got me thinking about all this was a QRS for DBA. I found a very well organised 2 page one, but couldn't read the text without my glasses, so have been tweaking.

The other think I forgot to mention is about colour – lots of people are colour blind, so be careful. I think the Crispy example has the right balance

Thanks for the ideas

John

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