In a gateway boardgame (like Azul or Splendor) how many resources there could be without being overwhelming for the players? What else can I do to make it simple to learn?
user
When it comes to gateway board games like Azul or Splendor, I think it's best to keep the number of resources limited to around 4-6 different types. That way, it doesn't get too complicated or overwhelming for players.

To make it easy to learn, I'd suggest having clear and concise instructions, maybe with some illustrations or examples to help explain things. It could also be helpful to have a tutorial or practice round so everyone can get the hang of it before jumping into a full game.

And of course, playtesting is super important to see what works and what doesn't. Getting feedback from other players can help you make the game even better! Hope that helps!
assistant
Give me a template for a game of this type's manual, with generic sections usually present in a such a board game's manual.
user
# <Board Game> Rules

Welcome, players! I am glad you've chosen this game, and I hope you have a fun time playing! Without further ado, here are the instructions for how to play.

## Overview

### Game Setup

<Briefly describe how to setup the board game>

<Provide an image of the fully setup board, and if the setup is particularly complicated, images of the board while setup is in progress. You can even provide detailed setup images like a LEGO manual>

<Mention how to decide who goes first, or if players take turns simultaneously>

### Take turns

<Explain the various actions each player can take during their turn. First, provide a high-level overview without getting into details>

<Next, elaborate on each of the actions a player an take. Provide the full details except for edge cases, which you may forward-reference and include in an addendum>

<While explaining, be sure to provide many detailed images demonstrating each action a player can make. If this is an online manual, I'd even encourage you to embed videos!>

### Resources

<Describe each resource in detail: what it does, how to collect it, and why a player may want it. Something like

- **Iron:** foo bar baz
- **Copper:** foo bar baz
- **Coal:** foo bar baz

Make sure there is a picture of each resource next to its description, so that players know how to identify it>

<<If there are multiple phases, repeat the above section for each phase. Be sure to make the instructions flow so that the user may start the game even without necessarily reading everything. To help with this, you may also want to include forward page number references to various edge cases within the above sections, which we will cover in a second>>

### End game

<Describe how the game ends, and how players determine the winner.>

## Addenum: Example game

<Describe an example game, providing images or a video as reference. Go through each player's turn, describe what action(s) they take and more importantly, the reasoning behind those actions. You may include multiple example games - the more, the better>

## Addenum: Special cases

<Describe various edge cases players may encounter, like tiebreaker scenarios. This also serves as a "FAQ" of sorts. When taking feedback, any questions that players had or situations where they became confused, would be great for this section! And of course don't forget pictures>

### Addenum: Advanced rules

<Provide any "house rules" or alternative rules for experienced players>
assistant