<s>[INST] 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? [/INST] 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!</s>\ <s>[INST] 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. [/INST] 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!</s>