Products that have elaborate rulesets and multi-layered mechanics often require a huge amount of practice on behalf of the players.
As game creators, we often have the desire to design elegant systems where multiple elements affect one another in discrete ways. It's a great ambition to have, but one that can lead us to make an overwhelming experience.
A new mechanic or rule should only enter the stage once the previous one has been fully explored and understood. There's no harm in removing or limiting certain aspects of the game for the purpose of teaching the player. For example, don't ask the players to build a deck of cards before they have a chance to play them, and do not introduce ...