The manual takes the elements of the city and transforms them into a system, mixing the necessities of the client with those from the city, creating a basic form that will serve as a guide for the new building. This system is divided into 3 subsystems: Gathering, Forming and Organizing. The union of the Gathering and Forming systems is made through the Organizing system, the full process is called Formal Development, which is the one that provides various alternate forms for a building. The system is made from the city, designed to read its elements and respond to them using FORMS and formal OPERATIONS. The input data is taken from the context in 2 scales, Urban, where we can find the relation of the site with far points of the city, and the Architectural, which seeks the dialog between the site and its neighborhood. The Gathering system gathers data from the city and divides it into 2 categories, Physic, and Metaphysic. The Physic data creates forms that originate from the physical environment and the city’s building rules. The Metaphysic data is an analysis of the culture and behavior of the neighborhood, this data does modify the end form. The Forming system generates forms that originate from a generic context, providing multiple answers to resolve 1 generic problem, based on a generic site. The system creates various forms and operations to match the architect’s ideas and gives many more responses that the user can use to modify the form according to the site's requirements. The Organizing system takes the information found in the previous systems and organizes it via a classic organization system for buildings, making sure the information from both systems is compatible. The game is a new approach to the manual, making it interactive and tangible. Using cards, the player builds a context. With specific game rules, the neighbors are the main restriction that the player must obey during the creation of the Form and thus assure the respect of the context.