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TIMELY TOPICS - Getting it Wrong - Traps Game Explainers Can Fall Into

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(reposted from Matt's Board Game Back Room)

The other day I found out I've been playing a rule wrong in Troyes. Not horribly wrong as I don't think it would have impacted our games too much, but it also might have opened up the possibility of the game being played differently.

In this case, it was actually the ABSENCE of a rule - empty spots in buildings aren't filled in with gray citizens unless an event causes them to be placed (or when you place them during setup)! I had assumed all dice should be in the game and, therefore, all the spots should be filled in the buildings when 'Assembling the Workforce'. DRAT! I HATE getting rules wrong.... It really bothers me, even if I know it might not have impacted the game much. I know some people might write these off as unintentional 'variants' (ok, sometimes you do this and end up with a better way to play, or at least a different interesting way to play) but it just irks me to get it wrong from the original rules. The absence of the rule along with an assumption is what trapped me here.

So, it got me thinking about some of the traps that Game Explainers might fall into.

Here are some common traps that I have (or seen others) fallen into:

TRAP: Forgetting to teach important rules.
Danger of the trap: Well, this one is fairly obvious - if you forget a rule you can completely change the game, perhaps even breaking it. Also, when you remember it later and let everyone know, they can think you were holding it back on purpose until the moment you 'remember' it and it's to your benefit. Or worse, it can completely ruin someone's strategy and take them out of the game. I have been on the receiving end of this before where I thought one thing and it turned out to not be allowed or something due to a neglected rule.

Example: Caylus - In a 2-player game I played a while ago, the rule not taught to me was where the worker in the Inn can be removed voluntarily the next turn when the Inn is activated or be left there if the other player has not pushed him out. Actually, this doesn't apply just to 2-player. I didn't realize I could remove that worker on subsequent turns - I thought it had to be forced out. I mentioned this and the person I was playing with seemed to confirm it would stay. On the first turn I had placed a worker there and NEVER got him back for the rest of the game as the other player never used the Inn to force me out. So, I was basically 1 guy short the ENTIRE game. The plus side was I never had to pay more than 1 Denier after the other player passed...so at least I had some benefit from it.


TRAP: Not teaching all the rules up-front.
Danger of the trap: Ok, sometimes it's not necessary to teach everything up front, but it's related to "Forgetting to teach important rules" in that, not knowing something until later may really mess up the game for someone at the time the rule is revealed which will influence how someone is playing earlier on. Yes, if it's a learning game then you can kind of let it go, but it's still irritating. Now, some games are so complicated this is fine, or the rules don't impact what you're doing now (such as with a wargame - you can't/don't need to learn it all up front), but I say that if you know the rules and know they are important, even to a small degree, it's best to teach it at the outset rather than at some inopportune time later as this can ruin a game for some people and they may never want to give it another shot.

Example: Downfall of Pompeii - Some people teach this game in halves - teach the first half then once the volcano starts erupting, teach the 2nd half. Now, the 2nd half rules just aren't THAT complicated in terms of understanding how movement works. In fact, you should probably teach the 2nd half rules FIRST so that when you teach the first half rules, players know WHY they might want to place one of their people in a particular building. Note there are some important movement rules in this game that also tend to be 'forgotten' so don't fall into that trap as well!


TRAP: Making an assumption about the game play that is incorrect. (aka: mis-applying a rule to an incorrect situation)
Danger of the trap: Some games lend themselves to this, especially if they have a theme that fits the game well. You can sometimes assume a rule is correct when, perhaps it is not due to something about the mechanics of the game. Or, what may seem 'intuitive' may not actually be correct, so making an assumption will lead you astray.

Example: Thunderstone - I had previously been taught this game (some months earlier) and when I got it myself I skimmed through the rules quickly then started playing with my friend Bob. Boy was the game rough. We had the hardest time getting any sort of attack to kill anything off, even with the 'suggested' setup.

As it turned out, Bob later discovered that I had incorrectly taught that each Hero/Militia had to be equipped with a weapon before they could fight in the dungeon. I had glanced at a rule further on that discussed this but it was related to a specific situation. It seemed to make sense with the theme so I assumed it was correct and didn't think anything else about it. Man, it just about ruined the game for us. Luckily we still enjoyed the theme, so we kept trying to play it, but we found it odd that we were scaring off monsters just to get the game to progress towards a merciful end!

In my defense, I will say the rules aren't entirely clear in this game sometimes. BUT, there are other ways to figure out when things have gone horribly wrong. My suggestion: If a game seems horrible or problematic, re-read the rules, check the forums and make sure you didn't play it incorrectly before dismissing the game completely.


TRAP: Assuming you learned the rules correctly and continuing to re-teach the game without verifying the rules yourself.
Danger of the trap: If you learn the game wrong, then teach it wrong and it propagates out, it continues to snowball and pretty soon there are large numbers of people playing it wrong. Check the rules yourself, even if it means reading the rules on your own before the next time you play. I've found many games where I was taught one way and then discovered that a rule or two were incorrect. This is ESPECIALLY bad if the incorrect rules essentially breaks an otherwise good game, thus potentially damaging the general consensus of the game.

Example: Monopoly - Yes, the old standby for this trap. When did YOU learn that Monopoly had auctions? I had NO idea when I was growing up playing it. I loved the game anyhow and didn't care it could go on for hours and hours. In fact, that's usually how I won because everyone else grew weary of it so sometimes I 'won' by default. Not that Monopoly is the end-all, be-all with the auction in it, but it certainly improves the game.


TRAP: Creating a rule when no rule exists and actually means NO RULE for a reason.
Danger of the trap: Well, most of the reasons already mentioned above - basically it comes down to ruining or changing the game, perhaps in a negative way. Every rule in a game affects how it is played. If you add a rule it may take away or change some of the important options in the game and it may become incorrectly balanced in some way.

Example: Troyes The reason I started this list. Yes, I assumed there was a need to do something when, in fact, there was never a rule that said so. It seemed implicit, but I have seen this sort of thing before in other games and you have to be careful about reading into game rules. If there isn't a rule to do something DON'T DO IT. The tricky thing here is you would think there would be a rule or something stating that 'you might not use all dice every round as a spot can be left open in the buildings' or something like that, just to make it clear. However, what is clear now may not have been at all clear that such a 'rule' or comment was necessary to the game designers or play testers.


TRAP: Learning a (difficult) game cold as a group reading straight from the rules
Danger of the trap: If you aren't familiar with it and particularly if it's complicated (say 6+ pages of rules) you're better off waiting and not wasting everyone's time while you try to puzzle them out. There are exceptions to this (kids games or simpler games; getting your hands on a game at a convention you've never played before and no one is available to teach but you are eager to play - although this is still dubious for some games) but I'm inclined to walk away and find something else rather than endure a group reading of the rules.

Example: Shipyard - When I first learned this the game explainer had 'skimmed' the rules beforehand. Ugh! It took at least 1-1/2 hours with 2 people (not me) trying to figure out the rules by the time we got the game set up and taught. The game took 3 hours to play so I had invested 4-1/2 hours in the game, on a day with limited time for more gaming. Once we got into the game I really enjoyed it but having taken so long definitely detracted from my enjoyment of it. THEN, I discovered later that several rules had been explained slightly incorrectly. Also, part of the setup was incorrect. I have since written up my own reference sheet (which took me several readings to get completed and I STILL got a couple of things wrong).

Now, in the game explainers' defense, the rules to this game were overly complicated in my opinion and also were confusing because 2 player rules were mixed in with the regular rules (which, I have found to often be problematic - keeping 2-player differences in one section near the end of the rules is a much better way to write rules in my opinion).

Still, my lesson learned was to never learn a game cold if it's an overly complicated game to begin with. Do the learning BEFORE offering to teach it, or don't teach it at all. This is why I didn't break out any of my new games @ Gamestorm - there are plenty of OTHER games to play, I don't want to waste precious gaming time trying to puzzle out the rules. You are under pressure and you're going to make too many mistakes and eventually ruin the game for at least some if not all those involved.

Another story along the same lines direct from Gamestorm this year -- one that REALLY bothered me and I'm glad we took action as we did. Rog wanted to learn the new Resident Evil Deck Building Game - I wasn't really interested but I thought I'd go check it out with him and decide if I wanted to play. Well, when we got there several people were already sitting there and they were going to make room for us, but as we were working that out they were mentioning no one had played it before (including the person running the demo!?!?) but it was 'Dominion -like' and should be easy enough to figure out. And, at least one of the players claimed to never have played Dominion. I said I was going to just watch and Rog had a terrified look on his face like "let's bail". So we did. Best decision we made at the convention I'd say. Man - I can't believe they had someone there running an official 'demo' of the game (presumably someone being compensated in some manner) and hadn't even played it before! That's a disaster waiting to happen....


Some guidelines I use to help avoid some of these traps:

* If you've never played a game before, review the rules AHEAD of time, set up the game and play a mock turn or two, most especially for more complicated games. This will save time for everyone involved. If you get caught in this trap as a player, cut off your hand and run away to find another game (or rather, just excuse yourself politely).

* Spend time reviewing the rules to games during or after teaching, even if you've played dozens of times. Even just skimming through the rules right before won't hurt if you can catch yourself on something right from the get-go. Some games also have player boards/sheets/screens with information on them and reviewing those can help as well.

* Create or print a player aid ahead of time. Having a summary of the rules helps give the game structure and people can read it themselves between turns to get up to speed faster. It also makes teaching the game easy as you can just follow along (and if it's well made it can help remind you of the smaller niggly rules). I almost always try to have a player aid for more complicated games, especially when teaching to new players.

* Check the BGG forums and ask a new question if necessary. BGG is rich with information and full of knowledgeable people that answer most questions in a very timely manner (often a matter of minutes). Don't hesitate to look something up or pose your question if something is questionable, ambiguous or otherwise doesn't seem right. No one is going to think you're an idiot (well ok, someone may - but most people on BGG are polite at least, even if you ARE an idiot) and your game learners will be happy you made the extra effort.

This certainly isn't a comprehensive list of traps or solutions, but I think I have seen them enough to consider putting them on this list.

If you have any others, feel free to comment and offer them up.

Now go play a game (and teach it correctly, please!)
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Subscribe sub options Tue Apr 5, 2011 3:40 pm
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Dan Schaeffer
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Very nice, though I think some of these are a little person/group-dependent. For instance, my gaming group will often break out a new game and play it on a cold read of the rules. It can be choppy and a little slow and require a lot of review and rereading, but it works pretty well for us (though we have a sufficient history of finding out afterward about a rule we missed or misplayed that we generally just assume it's going to happen).
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  • Posted Tue Apr 5, 2011 3:49 pm
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Dave G
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Golux13 wrote:
Very nice, though I think some of these are a little person/group-dependent. For instance, my gaming group will often break out a new game and play it on a cold read of the rules. It can be choppy and a little slow and require a lot of review and rereading, but it works pretty well for us (though we have a sufficient history of finding out afterward about a rule we missed or misplayed that we generally just assume it's going to happen).


This mostly works for us because we play so often, though...we just figure the first game is a learning game, but it'll be less than a week before we're back at it with a full game's input under our belts. It's especially nice because it both allows correction of misplayed rules, but you also get a whole game to see how basic strategies might work.
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  • Posted Tue Apr 5, 2011 3:54 pm
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Andrew P
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I second playing a mock game (or several mock turns) beforehand; I'm often surprised by how fuzzy my understanding of important rules is, despite having read the rulebook.

My heart sinks when I join a game, only to discover that the owner doesn't really know how to play it either - it's an omen of a lengthy session chopped up by frequent rulebook lookups.

Before teaching, I also skim the relevant rules forum for errata and less obvious gaps in the rulebook.

One major teaching trap is expecting too much from other players' first time with a game. This is closely related to overwhelming players with special power explanations and incomprehensible strategy tips.
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  • Posted Tue Apr 5, 2011 4:02 pm
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Tim Seitz
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If I am teaching a game or learning on my own, I always try and play through some turns solo (or with my kids) before teaching it to others.

When I have the unfortunate occasion to play a new game that no one else has played before, I usually bow out, as I have had nothing but bad experiences with that: overly-long games with misplayed rules. It's a major turn off. I'd rather play something else, or even DO something else! I figure if someone wants everyone else to play a new game, they have an obligation to learn it first so they can teach it quickly and correctly.
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  • Posted Tue Apr 5, 2011 4:39 pm
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-matt s.
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Golux13 wrote:
Very nice, though I think some of these are a little person/group-dependent. For instance, my gaming group will often break out a new game and play it on a cold read of the rules. It can be choppy and a little slow and require a lot of review and rereading, but it works pretty well for us (though we have a sufficient history of finding out afterward about a rule we missed or misplayed that we generally just assume it's going to happen).


Yes, we occasionally do this as well if done with the right group, but I prefer not to. As you indicated it can be a little slow, etc. It's still a trap, just one you're willing to fall into (and climb out of )
 
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  • Posted Tue Apr 5, 2011 5:01 pm
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-matt s.
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fateswanderer wrote:
One major teaching trap is expecting too much from other players' first time with a game. This is closely related to overwhelming players with special power explanations and incomprehensible strategy tips.


Yes, spending time on strategy/extra information can make it go too long AND some people don't appreciate strategy tips because they want to figure the game out themselves. I'm like that for the most part although some games require certain starting strategy information (High Frontier and Keythedral immediately come to mind, and The Settlers of Catan even...if you start off poorly in those games there may be no hope for you)

I think as long as it's kept simple as starting advice then it's fine.

 
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  • Posted Tue Apr 5, 2011 5:06 pm
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tasajara wrote:
Golux13 wrote:
Very nice, though I think some of these are a little person/group-dependent. For instance, my gaming group will often break out a new game and play it on a cold read of the rules. It can be choppy and a little slow and require a lot of review and rereading, but it works pretty well for us (though we have a sufficient history of finding out afterward about a rule we missed or misplayed that we generally just assume it's going to happen).


Yes, we occasionally do this as well if done with the right group, but I prefer not to. As you indicated it can be a little slow, etc. It's still a trap, just one you're willing to fall into (and climb out of )


It isn't just a trap, it's a time-sucker, too. My group can only get together once a week, for a long evening, and none of us want to spend a sizeable chunk of that evening going over rules, and just generally getting the game wrong, as we learn them. It's just too much of a waste.
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  • Posted Tue Apr 5, 2011 6:04 pm
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Well sad to say I rarely get all the rules right the first time playing a game, and honestly I don't know many that do. There are many reasons for this. I like to call the first time through a learning game and then look up all the questions that came up. Sometimes it is the way the rules are written, some times its the way they are interpreted. Often I have played so many games the rules can get mixed up in my head Rules can be missed. In the past some people would get angry if I missed a rule or got it wrong, but you know what, when I emailed copies of the rules of the game we were going to play before hand, no one else bothered to read them!
I rarely write off a game on a first play these days cause I know I may have played it wrong, exceptions are if I have a strong feeling against the ambiance of the game or the mechanics.
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  • Posted Tue Apr 5, 2011 6:17 pm
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Way back when I was first learning L5R (prior to joining FRPG), I reread the rules cover to cover between each game night. It took us several times to get all the rules right.

Now that I write rules, I occasionally despair that certain people don't seem to read the rulebook even once through. O.o
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  • Posted Tue Apr 5, 2011 6:27 pm
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I'm with Lorna. Playing a game by the book on the first time through is almost a pipe dream except for the simplest of little fillers. That doesn't mean I don't try my best to get it right that first time. But I fully expect to discover something I screwed up afterward.
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  • Posted Tue Apr 5, 2011 6:42 pm
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One of the common traps that I see 'splainers (and podcasters) do is focus right on the mechanisms in the game without giving the brief framework of what is going on.

Always start with the overall story and goal of the game (other than "to win"). If there is other large-scale framework about the turn structure or game flow you can provide up front, it is valuable to do so.

The framework is useful to help people hang the mechanisms on as you explain those. Without the framework, you end up with a pile of mechanisms and the statement of "let's just start and you can explain it as we go"...

which is followed 30 minutes later by "you didn't tell us that...".


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  • Posted Tue Apr 5, 2011 9:34 pm
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snicholson wrote:
"let's just start and you can explain it as we go"

Nothing in gaming fills me with more irritation than when I'm teaching rules to a game I know well, and someone says "Let's just play". What that line implies is that this first-time-player understands things better than I and is more able to distinguish between essential and non-essential rules explanation.
 
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  • Posted Tue Apr 5, 2011 10:13 pm
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snicholson wrote:
which is followed 30 minutes later by "you didn't tell us that...".


Perhaps my least favorite saying of all time. Especially since it's usually a rule I specifically called out and told them not to forget about.

Also, I'm with Lorna. I used to email out rules ahead of time, and no one would EVER read them. Not once. And then would complain when they didn't understand everything. Annoying.
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  • Posted Tue Apr 5, 2011 11:14 pm
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All four summary guidelines above are good advice. Expanding a bit on the second, I try to thoroughly reread rules right after a game session. There's something about having just played that makes some of the fine points of the rules stick in my mind better for next time.
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  • Posted Wed Apr 6, 2011 1:56 am
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edbolme wrote:
Way back when I was first learning L5R (prior to joining FRPG), I reread the rules cover to cover between each game night. It took us several times to get all the rules right.

Now that I write rules, I occasionally despair that certain people don't seem to read the rulebook even once through. O.o


Yes, I think this is definitely true (or they just skim it). I think a good portion of people wait for the game explainers to teach them a game then they just teach what they've been taught. I ALWAYS read the rulebook of a game I have purchased, even if I have played it before when someone taught it to me. It's surprising what you learn when doing that.
 
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  • Posted Wed Apr 6, 2011 8:40 pm
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snicholson wrote:
One of the common traps that I see 'splainers (and podcasters) do is focus right on the mechanisms in the game without giving the brief framework of what is going on.

Always start with the overall story and goal of the game (other than "to win"). If there is other large-scale framework about the turn structure or game flow you can provide up front, it is valuable to do so.


Yes, this is important. I admit I don't go into too much detail, but theme does help with game rules because it gives a reference/structure to the game play. I think this is why sometimes theme is 'tacked' on...it may not fit exactly, but it many times helps understand the rules because you have a purpose (whether it makes realistic sense or not)

Quote:

The framework is useful to help people hang the mechanisms on as you explain those. Without the framework, you end up with a pile of mechanisms and the statement of "let's just start and you can explain it as we go"...

which is followed 30 minutes later by "you didn't tell us that...".




I'm not too fond of the 'let's just start' method of teaching either. I want to make sure everyone knows all the rules up front. I don't want to hear "you didn't tell us that...." later.
 
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  • Posted Wed Apr 6, 2011 8:44 pm
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ze_stom wrote:
snicholson wrote:
which is followed 30 minutes later by "you didn't tell us that...".


Perhaps my least favorite saying of all time. Especially since it's usually a rule I specifically called out and told them not to forget about.

Also, I'm with Lorna. I used to email out rules ahead of time, and no one would EVER read them. Not once. And then would complain when they didn't understand everything. Annoying.


This is why I prefer to print and/or make summary sheets - very few people are going to read them ahead of time. Just give them a cheat sheet and explain it well and it's usually enough.
 
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  • Posted Wed Apr 6, 2011 8:45 pm
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msaya wrote:
All four summary guidelines above are good advice. Expanding a bit on the second, I try to thoroughly reread rules right after a game session. There's something about having just played that makes some of the fine points of the rules stick in my mind better for next time.


Yes, it's amazing how much clearer the rules are when you read them after you've played - which then helps you see the mistakes/clarifications for the next time.
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  • Posted Wed Apr 6, 2011 8:47 pm
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-matt s.
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garygarison wrote:
snicholson wrote:
"let's just start and you can explain it as we go"

Nothing in gaming fills me with more irritation than when I'm teaching rules to a game I know well, and someone says "Let's just play". What that line implies is that this first-time-player understands things better than I and is more able to distinguish between essential and non-essential rules explanation.


...or when people seem bored during rules explanation. If you don't want to listen then go play a different game or at least go do something else until I'm done...and don't complain later when you make a mistake because you didn't understand the rules.

This all falls under the "Making an assumption" trap because they 'assume' they know how to play and infer rules when, in fact, they may be wrong. At least you're there to hopefully correct them in this case.
 
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  • Posted Wed Apr 6, 2011 8:52 pm
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Scott Everts
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I remember the first time I prepared to play Mecanisburgo which has a very difficult rulebook. I read it over several times the week before and we played a test round first just to be sure everyone understood it.

One of my hobbies is making play aids for games that desperately need it so that's a great way to learn the game by trying to figure out how it works and reduce that down to a short and concise play aid.

I've played with people that totally zone out during rules overview or say "let's just play" and that can get totally annoying.
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  • Posted Wed Apr 6, 2011 9:10 pm
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-matt s.
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ScottE wrote:
I remember the first time I prepared to play Mecanisburgo which has a very difficult rulebook. I read it over several times the week before and we played a test round first just to be sure everyone understood it.

One of my hobbies is making play aids for games that desperately need it so that's a great way to learn the game by trying to figure out how it works and reduce that down to a short and concise play aid.

I've played with people that totally zone out during rules overview or say "let's just play" and that can get totally annoying.


I did the same thing with Roads & Boats reading over the rules several times and then finally making my own 'condensed' and re-organized version of the rules. I have found that re-writing the rules in your own terms is a great way to really force yourself to learn a game well.
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  • Posted Wed Apr 6, 2011 9:42 pm
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tom moughan
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Let's JUST PLAY! NO, No, don't explain it to me... (later on..) wait! you never told me that! Well..if I would have KNOWN THAT I would have played TOTALLY different.

.....boom!
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  • Posted Mon Apr 11, 2011 3:04 pm
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Brian Thomas
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tasajara wrote:
garygarison wrote:
Nothing in gaming fills me with more irritation than when I'm teaching rules to a game I know well, and someone says "Let's just play". What that line implies is that this first-time-player understands things better than I and is more able to distinguish between essential and non-essential rules explanation.


...or when people seem bored during rules explanation. If you don't want to listen then go play a different game or at least go do something else until I'm done...and don't complain later when you make a mistake because you didn't understand the rules.


As the usual 'splainer, I hate this too. But it's useful to look at it from their perspective as well. I don't think any first time player would argue they know the game better than the explainer - if anything, "Let's just play" is a cry for help, a symptom that tells you that what you're doing isn't helping them, and they want to try to learn it in some other way. And, keep in mind that the person came to play, not to listen to rules. The rules are necessary overhead, but no more than that, so brevity is important.

When people start checking out on my rules explanation, I know that I've exceeded their attention span. That is sometimes their fault, but more often my fault - I've failed to establish the framework that Scott was talking about so they have context for the rules, and/or I've failed to be brief enough. Yes, some games have a lot of rules, and you have to cover them before you can play effectively - but if you're playing that game with a non-gamer, then you've already made your first mistake.

When I hear "Let's just play" before I think the players are ready, I will usually have everyone take a practice turn, with the understanding that we will re-start the game once the turn is over. I usually go first, explaining why I'm doing what I'm doing, and then gently coach everyone else through their turn as needed.
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  • Posted Mon Apr 11, 2011 4:57 pm
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-matt s.
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bwt2q wrote:
tasajara wrote:
garygarison wrote:
Nothing in gaming fills me with more irritation than when I'm teaching rules to a game I know well, and someone says "Let's just play". What that line implies is that this first-time-player understands things better than I and is more able to distinguish between essential and non-essential rules explanation.


...or when people seem bored during rules explanation. If you don't want to listen then go play a different game or at least go do something else until I'm done...and don't complain later when you make a mistake because you didn't understand the rules.


As the usual 'splainer, I hate this too. But it's useful to look at it from their perspective as well. I don't think any first time player would argue they know the game better than the explainer - if anything, "Let's just play" is a cry for help, a symptom that tells you that what you're doing isn't helping them, and they want to try to learn it in some other way. And, keep in mind that the person came to play, not to listen to rules. The rules are necessary overhead, but no more than that, so brevity is important.

When people start checking out on my rules explanation, I know that I've exceeded their attention span. That is sometimes their fault, but more often my fault - I've failed to establish the framework that Scott was talking about so they have context for the rules, and/or I've failed to be brief enough. Yes, some games have a lot of rules, and you have to cover them before you can play effectively - but if you're playing that game with a non-gamer, then you've already made your first mistake.

When I hear "Let's just play" before I think the players are ready, I will usually have everyone take a practice turn, with the understanding that we will re-start the game once the turn is over. I usually go first, explaining why I'm doing what I'm doing, and then gently coach everyone else through their turn as needed.


Good points Brian. There's definitely a bit of knowing who you are teaching and understanding how they learn. I game with some people that require an extended explanation so that everything is clear to them. Only a few people I game with are impatient and push to play. I find that a majority, though, like a quick but detailed rules explanation and typically aren't of the "Let's just play" variety. Playing a sample game turn is definitely an excellent idea to ensure everyone is on board though and to keep the interest up if rules boredom is setting in.
 
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  • Posted Mon Apr 11, 2011 5:05 pm
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Great article - I HATE getting rules wrong, but I think it's the occupational hazard when you're the rules explainer nearly all the time.

To your last point, I would add to check in the forums for any thread about common mistakes for first-timers. How many games of Pandemic wouldn't have been deemed "too easy" if someone had checked the forums that point out you put the discarded infection cards back on top of the draw pile? I know I've been checking for these kinds of things for Automobile and Luna - two complex games that I expect to be teaching to a group very soon.
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  • Posted Mon Apr 11, 2011 9:32 pm
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Matt Clementson
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I will hold my hand up here and admit that I'm a "Let's just play" guy. I learn better by doing it than by listening to disconnected (from the the 'doing') explanations.

But I do this with the full knowledge that in my first game I'm going to make mistakes (sometimes fundamentally strategic ones with no way back) and that I'm likely to lose. In fact, I think that for me making those mistakes is important to my learning process - they reinforce things in my brain.
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  • Edited Tue Apr 12, 2011 8:10 am
  • Posted Tue Apr 12, 2011 8:08 am
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I've noticed two big traps. First of all I think that managing micro versus macro is a large part of explaining rules. Also, I think choosing your words carefully is very important.

Sometimes a teacher will start talking about micro, while the learners have no context whatsoever and the rules just don't take hold. Other times a teacher will talk about macro and will waste their time because, again, the context lies elsewhere.

If most of my time in teaching a game is going to be spent in macro, I first quickly mention the/some micro idea(s) that I think is/are important, and vice versa.

Also, wording something in a way that sounds correct (to you) but is either not the technically correct rule or is a technically correct rule but with your own, let's say, "strategic" bias. This can influence people to think about the game in the same way that you do instead of their own unique way. They might be influenced to play like you do instead of really pushing the rules to the limit. I think this can often be solved by stating rules as purely as you are able.

Sometimes a teacher uses too many words for such a simple rule. This may be due to the teacher's own struggle with the game or with their experiences with others. In addition to having the downfall of influencing play, it can just plain confuse people. I like to state a rule simply. A simple rule is easy to restate and to remember.
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  • Posted Sat Apr 30, 2011 5:38 am
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