Don’t expect detail instructions on how to design game rules, but it explains the thought process on how to layout rules books, differences in randomizing devices (like dice), time / distance ratios with miniatures sizes and scope of what a game is to cover (individuals, skirmishes, battle, etc.), how to balance scenario designs, the basics of grammar and words selection for clear understanding, and etc. Overall, I found it interesting with a good dose of humor in it, but I was hoping for more.
I especially found the thought process of the Games Workshop’s “buckets of dice” and three steps to finalizing the effects of combat in their games very interesting, especially since one of the authors of this book was the founder of that system. Even though I still don’t care for it over a two or one step process, I now have a much greater respect for the system. I also the idea behind the “points system” for units cost to be interesting as well as in comparison with chess. I do wish more game designers would provide more information into their thoughts process and why they did the things in designing their games (like in Neil Thomas’ books) as I think that would help people to better understand how to play the game within the spirits it was intended to be done.