Win Condition | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 22 Feb 2024 12:47:40 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Win Condition | Nerdologists https://nerdologists.com 32 32 Mythwind – Spring of Year One https://nerdologists.com/2024/02/mythwind-spring-of-year-one/ https://nerdologists.com/2024/02/mythwind-spring-of-year-one/#comments Thu, 22 Feb 2024 12:42:26 +0000 https://nerdologists.com/?p=8768 Explore the world of Mythwind with me. See what adventures, story, and town building await my characters and how the characters play.

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Join me on a new adventure. I travel into the valley in the world of Mythwind to start building up a new town. How will my settlement fair and how will I do in building up the town? Those are the questions. Mythwind from Open Owl Studios is a cozy game with no real win condition, just some objectives and advancing story and experiences as you play through the game. So join me and see what happens.

Mythwind

It’s early to talk about what I like or I don’t like about the game One season and I’ve only started to build up the engine that I have for the farmer. But I think that the game does a number of things, already, that I find interesting. Also a few things where it feels like a more boring action.

I am not going to spend time going over the farmer here. Mythwind is a game where each character does their own thing with their own rulebook in their own way. I plan on playing through all of them, eventually, and then I want to talk about them. If I talk about them now or the farmer now, I feel like I need to experience his engine of actions more.

But the core game loop is interesting to talk about. Mainly the daily cycle of actions and how you might trigger something via weather or not. For me, that dawn phase is interesting. I like how I might get a benefit during the day based off of how the weather is. I also like how it sprinkles in events throughout the time you play. They might all happen at the beginning or they might happen later.

It’s the town actions during daytime that I find to be less even than the other actions. Evening or dusk is not that exciting, but it’s very fast and it’s where they handle the bookkeeping aspect of the game. What do you need to do to be ready for the next day. But the in town actions are, like I said, a bit more uneven.

In Town Actions

Let me just say, I think that from what I’ve done there are mainly two interesting in town actions. And one of them really isn’t in town. It’s going adventuring. That one to me is by far the most interesting. You get to do a lot of cool things and while it is really read a bit of story and make your informed decision or lack of informed decision, it works. But it helps build up the world of Mythwind either way.

The other one that feels good is when you go and hire. When you hire, now you can do more actions on your board. It took me the whole time, but once I finally got there, once I got to the point where I had an engine built up on the farmers board, it was nice to have those workers. I could really clear out everything and make some money and plant and harvest efficiently because of my workers.

The other actions are needed, though, in the game. Clearing space, it does give a benefit. Getting a buck or being able to get a skill, I think that will be good. They are just less interesting and less often that I’d use them. Even the building that I added to the board. It’s good for manipulating what I have on the board. I expect I’ll use it next time, but it’s not the most exciting action in the game. I expect it might stay that way for a bit, but we’ll have to see, or if, as I build more, more actions will be more exciting.

Upcoming Streams

On Monday I stream at 9 PM Central. That is sometimes a bit hit or miss, but that’s the goal. And I do small solo game plays. The schedule is, right now, going to look like gaming every other Monday. A chance to see people in person came up for Monday and as much as I like streaming, it’s good to socialize as well.

On Wednesdays, well, I said that I plan to play at least a few more games of Rogue Angels. This is going to continue how I play my solo campaign games on the channel. The reason for that is with how many campaign games I can play solo, I want to try more. That is at 8 PM Central time for the campaign games.

And if you want to know when I go live, the best way is to subscribe. When you subscribe, click that notification bell and you’ll get an alert whenever I’m going to go live. Follow the link – here – to subscribe.

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Why I Ended up Backing Mythwind https://nerdologists.com/2021/11/why-i-ended-up-backing-mythwind/ https://nerdologists.com/2021/11/why-i-ended-up-backing-mythwind/#comments Mon, 08 Nov 2021 20:10:00 +0000 https://nerdologists.com/?p=6284 Why did I go from probably not backing Mythwind to dropping or not backing two games to get it?

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It wasn’t that long ago that I was talking about Mythwind. I it was a game on Kickstarter that billed itself to be something like Animal Crossing or Stardew Valley. A game that doesn’t have a win condition to it. You play the game for the sake of playing the game. You can see my Back or Brick on it here.

Now, I only write a back or brick about something if I am interested in it. So I was interested in my Mythwind, but I wasn’t sure that it was for me. I like games that have a pretty solid objective to them. Mythwind just growing your town wasn’t as interesting. But as it was ending, it was still on my mind. And it, along with two other games, were fighting for my back. Those games were the Skyrim Board Game and Lords of Ragnarok. And I even had backed Lords of Ragnarok but then dropped it.

Why I Dropped Lords of Ragnarok

The last article I wrote before taking a week off, needed a break and some health things came up, was about new editions of board games. You can read that article here. And I was leaning towards yes at that point in time. But I had to ask myself, what does it do different, anf for that matter, what does the Skyrim board game do different?

Lords of Ragnarok is an area control style game, I have games like Lords of Hellas, Blood Rage, and Small World all that do area control in different ways. Skyrim is an adventure game, but I have stuff like Tainted Grail: The Fall of Avalon and The Witcher eventually coming that are like that. Plus, I can likely get Lords of Ragnarok on the second hand market. There are a lot of backers for it, and Skyrim is coming to retail.

But Mythwind

Why did i picked Mythwind, it wasn’t a game that I was sure about but now I’ve backed it? Well, because it is so different. Mythwind is a game that you don’t win, you just play more of. You explore the world, build up your town and you have characters that play in different ways.

How the characters play reminds me of Merchants Cove a game that I really love. But Merchants Cove is a one off game, you play it, win lose, done. Mythwind gives you all those characters that play differently and that you can just keep on playing with them. There is no win condition. I don’t think there is a lose condition, as I doubt your character can die. Instead you just expand your town, see the world around it and just enjoy what the game has to offer.

Mythwind Weather
Image Source: OOMM

Do I Think I’ll Love Mythwind?

That’s the question that I’m still not sure about. I think that I’d have liked the other games for sure, but would they come off my shelf over other games? Mytwhwind is a gaming experience that I don’t know when there will be something else like it that shows on on Kickstarter or Gamefound. It’s a unique concept that looks well thought out. Not only well thought out, but basically done.

If Mythwind looked like it was a general concept I’d have stayed a long ways away from the game. It is a concept for a game that without it being mainly done already, I’d suspect would fail. It’s different enough and someone would think it’s a great idea without realizing how much they need to do in the game. But Mythwind is a polished looking product so I’m confident that I’ll get something good.

I also think that if Mythwind isn’t a game for me, there’ll be a secondary market. Normally I just sell my games to my FLGS for store credit. But for Mythwind, I probably would sell it online myself, see what I could get for it. I didn’t get everything for the game, but it’s going to be one that my guess is will be harder to track down, at least for a little while. That said, I am hoping that I like Mythwind. The concept of the game really intrigues me, so what’s why I switched my tune and backed it.

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How To Teach a Board Game https://nerdologists.com/2021/01/the-board-game-teach/ https://nerdologists.com/2021/01/the-board-game-teach/#respond Thu, 14 Jan 2021 15:20:30 +0000 https://nerdologists.com/?p=5211 A few years ago I wrote a post about how to teach board games, I want to revisit that today, and take a little bit

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A few years ago I wrote a post about how to teach board games, I want to revisit that today, and take a little bit of a different tact with it. I think that teaching a board game is one of the often overlooked things by people who are really excited or passionate about their board games and playing board games. They want to get games to the table but that only works if you have people who are willing to play with you and if you can teach the rules well, that helps people want to play with you.

So I today we’re breaking down the whole process of teaching a board game.

1 – The Prep

Step one is before people even show up at at your game night or to play the game, you need to know the game. The most important part in this is to know and have read the rules. I don’t mean having skimmed over them but really dived into them recently so that you’re ready to go. If you want to take it one step further, play a few practice turns for the number of people you’ll have as that’ll help you get a real idea of how the game works. Now, I rarely do that last step unless it’s a game that I can play solo, then I will play through it solo. But reading the rules before you play is important. This also doesn’t happen all the time, so have read the rules at some point in time prior. Pretty often I’ll get a game, bust it open and read the rules right away just so that I have a base for it, but ideally I refresh myself on the rules later.

2 – Start with the Theme

Even if the game doesn’t have a ton of theme, start with that the theme is and use that to sell the game. When I talk about Welcome To, I say that it’s a roll and write game about building your perfect Stepford neighborhood. Now, obviously the Stepford part is added, but it gives the game more flair. Overall, people will get into a game if they can get into the theme, even games without theme try to act like they have theme, so sell the theme. Even Euro games that have you trading in the Mediterranean technically have some theme that the designer is trying to claim is there. Sell that theme. This won’t be a large part of your teach, but it’s the hook, that sales pitch that you start with to get people into the game and get their attention. To go back to to my Welcome To example, I put Stepford in my pitch because that catches people’s attention. Talk about theme and hook the players.

Image Source: Board Game Geek

3 – Talk About How You Win or Lose

Really another quick part of the teach, talk about how you win the game, generally. I wouldn’t, at this point in time go into details of how you get the victory points or how you defeat the bad guy, this is building up to really teaching the game. In a cooperative game, I would point out how you win the game or how you lose the game and try and keep it as thematic as possible while you’re doing this. For example: In Pandemic we’re members of the CDC who are fighting diseases (that’s the hook). Our goal is to cure all four diseases before time runs out, there are too many outbreaks, or a disease has spread too far (that’s the win/lose).

4 – The Game Play

So after that little bit of an intro, we’re now into game play. Ideally you give the pitch before you open anything up, and if people are still interested, you start setting things up. Unless, you know you are for sure going to play the game, then set it up ahead of time. When teaching the game play, show and tell is your friend. Telling a player they can go to the store and spend gold to get a card, that makes sense and is easy, but showing a card and demonstrating the whole process makes it clearer. Especially when you can also go to the Saloon, the Temple, the Fair, and 12 other spots. Another example of this, from an actual game, would be with Gloomhaven, show how you use the top and bottom halves of the cards and how you can and might change what you’re doing off of your cards. Go through everything you need to know to play the game. Now, for Gloomhaven, keeping it as my example, I might not explain what the poison, wound, stun, etc. tokens do at this point in time. They are important to playing the game, but not to starting to play the game. So only teach what needs to be taught to start the game. Also teach only important exceptions to the rules. A lot of games might have a lot of exceptions, but if they are small, don’t dwell on them. Teach the important ones so there aren’t any gotcha’s in the game.

5 – Reinforce How to Win

Get into how you win the game now. While teaching the core mechanics you should talk about how they impact how you win the game. But this is going to be the third time you talk about how to win and the time where you just focus on the mechanical aspect of the game. In Pandemic: “As a group, we need to get sets of five cards of each color and turn them in at a research station. We have to do that before we have too many outbreaks from the epidemics in the player pile, before the player pile runs out, or we can lose if there are ever all of the disease cubes for a disease out on the board and we need to play one more.” Then go into more detail on those lose conditions again. Again, show and tell is your friend here. Demonstrate what an outbreak looks like again. Point out the cubes and the player deck again. This is really about reinforcing how to win or lose the game. Obviously this is a cooperative example, and it’s even more important to point it out in a competitive game. With a competitive game if you don’t reinforce how to win (or lose) people will sometimes get upset because they feel like they could have or would have won had they remembered how to score points or what the victory conditions were.

Image Source: Across the Board Cafe

6 – Play One Round

Some people might say to play this open so that everyone can see what everyone is doing and then restart the game. I don’t personally love playing open handed for two reasons. The first being that it can allow someone to quarterback everything. Players need to make their own decisions, so let them. The other being that at the end of round one, you can see if people want to reset. If you play with everything out in the open, you need to reset everything, because as the person who knows the game you’ll know what players might be planning. If you play it normally, and you can still give advice, players can choose if they want to continue or restart now that they know the rules better or have a better feel for the game. If the first round of the game takes a little bit, or if the game doesn’t have that many rounds, I think a lot of players will want to continue, but give the option or reinforce the win conditions or rules again if you decide to continue. This step isn’t always needed, sometimes you can just continue with the game, especially in a cooperative game where you might be already sharing information openly.

7 – Play the Game

Simple as that, play the game. Now, teaching doesn’t stop when you start playing the game. Especially if you know how to play the game and have played it before. Talk about what you do on your turn. Point out when an exception happens, why exceptions happen. Teach what conditions are in Gloomhaven when they come up, for example, or things along those lines. People wouldn’t have remembered them from the start, but once they show up and are put into practice immediately people will remember. And try to win but maybe hold back from destroying. Some games allow you to completely crush a new player, Ascension is kind of an example of that with the Construct strategy, so either try a new strategy to see if you can win that way, or point out the really good strategy in the teach, to avoid the gotcha moment.

Wrapping Up

Hopefully that helps you know how to teach a board game. One important rule that I don’t mention is don’t read straight from the rulebook, because I wanted to focus more on the teaching process. There are some exceptions to that, TIME Stories has a great hook at the start of the rule book, so use that hook. Some games will bullet point out all the actions you can do on your turn, you can use that and demonstrate them at the same time. But if you’re explaining beyond the bullet point, you are explaining it, not reading from the book. Rule books tend to be very dry and boring, so try and keep it more interesting with how you describe and demonstrate things. But I talk about a lot of those things in the article linked at the top of the post.

What are some tips or tricks you have for teaching a game?

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Teaching Board Games https://nerdologists.com/2020/05/teaching-board-games-2/ https://nerdologists.com/2020/05/teaching-board-games-2/#comments Wed, 06 May 2020 13:15:33 +0000 http://nerdologists.com/?p=4351 There are a lot of videos and thoughts on how to teach a board game well as it can be a hard thing to do.

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There are a lot of videos and thoughts on how to teach a board game well as it can be a hard thing to do. Especially for bigger games, it can take a long time or it can be a lot of information dumped on someone at once to fully understand what’s happening in the game. But you want to run a board game night and you’re the person with all of the games, how do you teach a game well?

First, teach games often. As long as you’re paying attention to what you’re doing and you’re trying to improve upon it, you will get better. The adage practice makes perfect is true, the more you teach games, the better you get at it. You’ll know which things to highlight and which things to skip and bring up in the game.

Second, don’t read from the rule book. If you need it to help you remember, that’s fine, but try to read as little word for word from the rule book. Rule books are not always well written and not always are they meant to teach rules directly from. Fantasy Flight does a good job with a rule book of what you need to know to start playing and then a rules reference that you can dig into for more information, but most rules have all that information in them.

Three, highlight only the important things. I’m going to, after this point, write out how I go try to go through teaching a board game, but this one is pretty easy. There are going to be things that are exceptions to the rule, and unless that exception is important to a strategy, you can gloss over it, for a first game, try and teach the big points and the objectives clearly, smaller details can be filled in as time goes on.

Image Credit: Game Base

So, what does this look like in practice? When I teach games, I generally try and go about it this way.

  1. Theme/story of the game
  2. Win condition
  3. How a Turn Works
  4. Actions You can Do On A Turn
  5. Exceptions/Special Rules
  6. Any Rules that Depend on Set-up

1 – Why do I start off with theme?

“In Welcome To… you can build your perfect stepford neighborhood.”

That’s basically the pitch that I always use for Welcome To… It works well because it gives people an idea of the white picket fence neighborhood, and even if they don’t know precisely what The Stepford Wives was about, it gives them a vague idea. This line or quick paragraph is how you sell a game and the mood for the game.

2 – Next comes explaining how you win the game, whether it’s cooperative or not and whether I go into every detail or not at this point in time, I explain how you win the game. In Welcome To… I basically as saying that you are trying to build the best most marketable neighborhood to get points by building pools, parks, fencing off neighborhoods and more. Or in Pandemic, the goal is to clear all the diseases before you run out of player cards, disease cubes or have too many outbreaks.

The win condition is just important to talk about up front because it again helps inform the type of game that you’re getting into. If it’s a big point salad sort of game versus a combat focused game. I think that Scythe is a good example of why you do this, Scythe looks like it should be a big area control, dudes on a map, alternate timelines, but it’s a Euro game. So setting that up through talking about how you win is important for expectation setting.

3 – The turn, I’m talking about the big structure of it here. In Welcome To… that is basically that there are going to be three pairs of card options to choose from and you’ll do what the pair you chose to use tells you to do. In Pandemic it’s trickier, you have your turn, you have the drawing of player cards, the infection step and discard step. Now it lays that out nice and clearly on the player aides, but there are still more steps. And it might not just be the turn proper, it could be the round. Sagrada is an example of where a turn is just taking and placing a die, but you need to explain how the draft works in terms of order. We’re not talking about the fine details yet, we’re just looking at the bigger picture.

Image Source: Shut Up and Sit Down

4 – The actions step is where we get into the details and the longest part of teaching the game. The theme/pitch of the game, and win conditions should be fast, the turn or round information should pretty fast, but this is where it slows down a little bit. Go through all the different actions that people can take, that means explaining the backside of the cards in Welcome To…, walking through the actions in Pandemic, or how to place the dice and how to use special abilities in Sagrada.

With the actions, however, we’re still just going to teach the basic actions. If there’s going to be an exception to one, call out that there will be and come back to it during the exceptions section of your teach. These are going to be the things that everyone is able to do on every turn across the board. This is made much harder by asymmetrical games, but those are unfortunately always going to be a beast to teach.

5 – In the exceptions step, we’re looking to teach the important exceptions in a situation. For Pandemic, that might how the medic cures versus how everyone else does. How the Dispatcher moves people versus the rest of the game. We’re talking about the exceptions or special rules that are big. This is also the point in time where you have already talked that there are special actions in Sagrada, now you can go over what they do.

There are going to be some exceptions that you aren’t going to teach. These are going to be the positive exceptions, not the negative ones. They are going to be the ones that you teach when they happen in the game. So we’re talking about the ones where you get a bonus or get to do something special because of a situation in the game, and as the teacher you’re looking to teach those in the moment in the game instead of getting it bogged down now. However, if it’s a really bad consequence to an exception or special rule, teach that before the moment so it doesn’t feel like a “gotcha” or trap.

6 – Finally, set-up the game, now, for something like Pandemic, you can do this while you go. For something like Welcome To… or Sagrada, probably wait. This is going to allow you to do a few things, in both of them, now you’re teaching the specific scoring for that game. What extra things do you want to consider when drafting or placing dice in Sagrada. What are the three building permits that you’re working to complete in Welcome To…? Now, all the set-up shouldn’t happen now and for some games, Lords of Hellas, for example, you’ll want to have most of the game set-up before people get there. We’re just talking about finishing off those final touches for getting ready to play in that case, so you can explain the specific things for the start of your game.

Now, I know that sounds like a lot. But besides teaching the actions, the main meat of the game, you aren’t going to be spending a ton of time on the other parts. Exceptions and special rules, especially if the game has a long teach in the action part, should go by quickly. Same with set-up, if it’s a big game, Lords of Hellas or even something like Blood Rage, do set-up while you teach. That’s going to give people a really obvious visual example.

That is one thing that I didn’t talk about much, when you are teaching, we are showing as well. When you talk about a phase in a turn or a round, demonstrate it, if you can. When you explain an action, demonstrate it on the board if you can. These are contrived examples, but seeing while hearing is going to help people’s retention of the information and have less questions further down the line. Also, putting things in people’s hands can be helpful as well. If you’ve explained a deck and it needs to be shuffled and placed, hand it off to someone else to shuffle and place it. This might seem like it distracts, but it mainly gives that player a feeling of ownership of helping getting the game up and running smoothly.

With all of this said, finally, remember, you’ll probably never teach a game perfectly for everyone at the table. We’re just trying to present the information as easily or as usefully as possible for the greatest number of people. There are people who need to muddle their way through two turns before they get a game no matter if you’re the best teacher in the world. There are going to be people who think after hearing how the rounds go that they know how to play the game and will checkout at that point no matter what. As the teacher, it’s not about being able to teach it so that everyone is 100% engaged all the time, but to teach it so that most of the people at the table understand most of the game and then you go from there and play and teach in the game.

What tips or tricks have you found for teaching games? Are there anythings that have made teaching some games easier than others?

Share questions, ideas for articles, or comments with us!

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Teaching the Rules https://nerdologists.com/2019/08/teaching-the-rules/ https://nerdologists.com/2019/08/teaching-the-rules/#respond Thu, 15 Aug 2019 13:28:52 +0000 http://nerdologists.com/?p=3418 Too often one of the biggest blockers of getting a board game to the table is the ability or inability to teach the rules of

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Too often one of the biggest blockers of getting a board game to the table is the ability or inability to teach the rules of the game. Or, probably more fairly put, one of the biggest blockers of getting a game back to the table is the inability to teach the rules well.

Most people who are interested in board games are going to be up for learning a new game from time to time. Though, there will be some people who aren’t interested as well, but that was a different article. So, you get the game to the table, now how do you teach people the game? I might have actually written about this before, but I think it’s worth going back over and giving some more suggestions, because this is one of the bigger barriers to entry for a lot of board games.

The rules to games are often challenging, and unless everyone loves board games, reading from the rule book won’t likely teach people. Even if the people do love board games, and someone starts to read from the rule book, I’m going to zone out, because I can just read the rule book myself if that’s how we’re going to learn. There needs to be a more engaging way to keep people involved in the rules.

Image Credit: Game Base

Teaching Rules Steps:

  1. Start out by knowing the rules yourself. That doesn’t mean that you’ve had to have played the game before, though playing a sample hand wouldn’t be bad or sample turn, just to make sure that you get it. Or you can watch videos from places like Watch It Played that go over the rules to certain games. What you’re looking to come out of is the win or loss conditions, end of game, and what people can do on their turn. You are going to want to know those things well.
  2. Start with the theme of the game (if there is one). By starting with the theme, you can get people’s interest since you aren’t starting off with something dry. This is actually a time where you can read from the rule book, because some games, like T.I.M.E. Stories actually have a bit of a story at the start of the rule book. You can use whatever the game gives you to tell the story. Now, for some games there won’t be a theme you can do this with, I’m looking at abstract games or Dominion as examples, so you can skip that step.
  3. Then talk about how you win or lose the game. This is going to be the most important information for people in the game. Generally it’s going to be about how you win the game, especially in a competitive game. You want to have the most victory points, you want to control so many territories, you want to empty your hand of cards first, whatever that might be. But if there’s a condition, say, if you run out of cards, that can eliminate someone from the game, tell them that too. Or for something like Pandemic, there are a lot of ways to lose the game, so talk about those while you talk about how you win. Pandemic is also a good example as to how you can combine this with step two, because you can talk in the theme about how you’re all members of the CDC who are trying to cure four diseases. In that case, you can get the information out in one fell swoop, though I would be tempted to repeat it again, just to make sure everyone knows.
  4. Spend some time go over turn/round structure. This isn’t what people can do on their turn. But if you start by drawing cards, then playing two cards, then moving the villain ahead two spaces, then optionally getting an event card, explain that. This is meant to teach people who this works at a high level and what the structure is going to be through most of the game. It is also going to give you a chance to show off random decks of cards or things that the players might not immediately interact with in the game.
  5. Go over what people can do on their turns. Now, this doesn’t have to be everything. Especially if there is a player aid that is good and clear. But talk about the important things that people can do on their turns. In Pandemic, explain how the moving works and how to treat diseases and how to cure diseases. Then, most of the characters have a special action that they can take. You don’t need to teach something like this which is specific to a single player, but have the players read, at this time, their special powers, if they exist, and in fact hand them out at this time, and then you can answer questions.
  6. Show people the important parts of the game. But more than just showing off the important decks, let your players be involved in it. In Pandemic, as an example again, you can talk about the player deck and have someone shuffle it and hand out people’s hands of cards while you continue to teach more. It seems like it might distract from your teaching by having someone do something like that. I personally don’t think it will, in fact it might keep people more engaged. Because people are going to be paying attention so that if you ask them to help with something it won’t be obvious that they weren’t paying attention.
  7. Finally, teach in the game as need be. This can be a few different things. Sometimes there are several things that only happen once or twice in the game, you can teach them in the moment when they happen. However, this only works if it isn’t something that is extremely important to the game or to the scoring. If there’s something that can give you an automatic win, teach that earlier even if it’s really rare. Or if it’s something that helps you as the person who is teaching the game and hurts someone else, teach it earlier or refrain from doing it, and give it as an example as something that you could do. Another thing that teaching in the game can be is letting players roll back a turn if need be. If someone has an extremely good move and makes a very bad move, point out the option to them, they might have forgotten or just missed it. But don’t do this all the time, because you’ll basically be taking that person’s turn and make this about teaching the game, so once you’ve taught something once during the game, you don’t teach the same thing again.

Now, there are probably more things that you can do. But being patient and teaching a game from theme first, and from a position where you know the rules is going to make it more likely that people will enjoy the game. And when people don’t enjoy the game, don’t assume that it was how you taught it, if you were trying to be considerate and engaging about it, not every game is for everyone.

Have you found any ways that make teaching a game easier? Or are there things that you’ve found help keep people engaged in learning the rules?

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