That’s my new guidepost as I refine some board and card games I’ve designed. For an idea to succeed, it has to be simple enough to immediately grasp. And not just grasp the concept, but what it offers the user/player/buyer. It’s OK if complications ensue. Take Monopoly. A game of buying and selling real estate. Promises you’ll have the thrill of pretending to be/get rich. The details sure get tricky (making it fun to play again and again) but they don’t complicate the decision, ‘Do I buy/not buy?’