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How to explain a game
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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So after three years of gaming, it is official: I am the one who explains all the games in my group. Now this may sound like a task to some, but as it turns out, I have a gift (ok and an ego it appears!) and I love to explain games. But the truth is, explaining a game is not as easy as it sounds, especially for some of the more complicated Euros. I never thought I would be a good teacher and I am definitely not patient, but as they say, if you love what you teach, it comes naturally. So here is my guide on “How to explain a game.” After three years, I think I got it down. Although I don’t actually think about most of these things, I just noticed that I do them a lot. If you plan on explaining a game for the first time or your friends tell you that your no good, feel free to use my guide, but as with many things, you either have it or you don't
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1. Board Game: Rules of the Game [Average Rating:4.03 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Read Instructions Twice

For some game (For Sale for one), the rules are so simple, one read through is enough, but for most, you should often read them over twice. I know that this may seem crazy for a game like Axis and Allies, which I agree, but for many Euros, to get all those exceptions down, one read through is never enough.
 
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2. Board Game: Open Sesame [Average Rating:6.00 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Open Box (look at pieces)

I find that game instructions have a problem with consistency and with names given to the pieces. A prime example is Reef Encounter, which gives similar names to two very different pieces in the game. And many games often change the word used to refer to a certain piece halfway through the instructions. I like it when all the pieces are listed at the beginning with pictures. So I find it best to open the box, maybe not set it up, although I have had to do this a few times (Taj Mahal), but at least be able to know what they are talking about. This also makes the read through much easier.
 
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Greg Forster
United States
Oconomowoc
Wisconsin
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I find that it often helps to invent my own terms for things if the official ones are either confusing or dry (which is harder to remember than something exciting). So, for example, when I had to explain Tigris and Euphrates to my group I called an external conflict a "war" and an internal conflict a "coup".
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  • Posted Mon Sep 25, 2006 4:43 pm
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Rob Leveille
Canada
St. Catharines
Ontario
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Funny Friends is another fine example of this. The little cell phone token is refered to in the english rules as an offer and on the counter sheet as a caller. The translation of the German rules refers to it as a complaint. The only one that fits its purpose in the game is a call, so thats how we refer to it.
 
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  • Posted Mon Sep 25, 2006 10:38 pm
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Jeff Binning
United States
Rollinsville
Colorado
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I always do a thorough inventory prior to reading the rules. Even a single missing part might throw the game balance off, giving a false impression of the game's true worth.
 
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  • Posted Tue Sep 26, 2006 1:14 am
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3. Board Game: Knowing Me Knowing You [Average Rating:4.89 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Know your fellow gamers

I have some gamers that I play with who have played so many games that they tend to just want to play. So I leave things out with them, since a full blown explanation will just drive their patience. While on the other hand, I have some friends that like to know all the rules before they start to play (I am one of those people). So you need to know who you’re playing with. If you have never played with a group before, then give the full blown explanation and you’ll soon find out which player type they are.
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Crazy Bob
Philippines
Cebu
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Well I tend to leave out stuff that i can add in "as it occurs", but I clearly say that this is what I am doing.
 
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  • Posted Sun Sep 24, 2006 9:39 pm
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John R
United States
harrisburg
Pennsylvania
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Agreed, if I gave a full explanation to my gaming group, I would lose them in a few minutes. I limit my explanations to 1.) turn sequence 2.) Overview of victory conditions 3.) Basic mechanics of movement, combat & scoring 4.) General overall strategies.

This has come back to bite me occasionally. For example when playing History of the World, for those of you who haven’t played History of the World, naval combat occurs in smaller bodies of water (Mediterranean Sea, Black Sea, North Sea etc…) but not in large oceans (Atlantic, Pacific, Indian etc…)

A player moved a ship unit into the Atlantic Ocean to attack my ship. When I told him that combat was not allow in oceans, he asked what rule was, I couldn’t remember off hand were it was in the rules. So I said it was the swallow water rule, boy they were all over me. The game immediately stopped and they did a comprehensive search of the rules. I was right, but they never forgot that.

From that day, in any game we play, if a player doesn’t believe me they always say “Is this another swallow water rule.”

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  • Posted Tue Sep 26, 2006 4:00 pm
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Rob Doupe
Canada
Calgary
Alberta
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My problem is, the guys in my group don't have the patience for a full explanation, but when an unexplained rule comes up on the course of the game, they accuse me of overlooking the rule just to get an advantage. They sometimes even call for a re-start at that point. Since they assume I know the rules best, my friends always gang up on me in every game.
 
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  • Posted Tue Sep 26, 2006 10:27 pm
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Purple huh... I can tell this is a good game!
Netherlands
Eindhoven
Noord Brabant
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They tried this as well with me - accusing me of leaving things out - but we were younger then. The last time this happened was when we played a poker game and I accidentally won 20% of a newbie's chips devil

One of the more experienced players started to complain on how I was abusing the situation; after all he was new to the game... What I always say in those situations, whether it be poker or a board game: don't complain; you have internet to look up games yourself; you can call me to get the rules in advance and we are all grown-ups here, do your homework.
 
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  • Posted Wed Sep 27, 2006 8:30 am
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4. Board Game: Moods [Average Rating:6.01 Overall Rank:3328]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Mood

It is always a good idea to set the mood or scenario for each game. Like that little blurb you see at the beginning of each instruction booklet. It gives everyone an idea of what is going on and what they are trying to do. For example, in Thurn and Taxis: “In the year 1940, Franz von Taxis was given the rights to deliver the mail in Brussels and now, in the 17th century, the carriage has been introduced and it is your job to emulate the achievements of this family and build a successful postal network.” This is taken from the instructions and I have a friend who always explains games starting with this type of introduction and I find it not only helpful, but interesting. Although this may be a bit much for most, it does add a nice touch.
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Danielle Anner
United States
Amherst
New York
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This is a great point and very often helps connect the theme with the mechanics in the game for me. It helps me understand the 'why' in a game.

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  • Posted Mon Sep 25, 2006 3:15 pm
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Greg Forster
United States
Oconomowoc
Wisconsin
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It not only helps people understand what's going on, it also helps keep their attention focused during the usually boring procedure of learning the rules.
 
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  • Posted Mon Sep 25, 2006 4:44 pm
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Emiliano Liverani
Italy
Ravenna / Riccione
Emilia Romagna
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I prefer to show the background before beginning rules explanation, but often I cannot for the point you did write just before this one. shake
 
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  • Posted Wed Sep 27, 2006 7:30 pm
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Mark Slater
United Kingdom
Newport
Newport, South Wales
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Are you sure it was "In the year 1940, Franz von Taxis was given the rights to deliver the mail in Brussels"?

Shouldnt that be 1490?
 
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  • Posted Wed Sep 27, 2006 11:32 pm
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Dave Slaven
United States
Unspecified
Iowa
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Are you sure it was "In the year 1940, Franz von Taxis was given the rights to deliver the mail in Brussels"?

Shouldnt that be 1490?


What? You've never heard of "ex postal facto"?
 
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  • Posted Sun Oct 22, 2006 1:22 am
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5. Board Game: Goal! [Average Rating:6.00 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Goal

You need to be sure to let everyone know what the goal is. For example, the goal in Chinatown is to have the most money at the end, regardless of how much you earned on the last turn, the total in your hand after the last round determines the winner. This may be obvious for many games, but sometimes it is not and it is often skipped over. Also, if there are many ways to get points, like in Goa, you need to run through all the ways to get points and what scores at the end, since this is often not obvious: In Goa, your Cities on the bottom score depending on how many you have, but your plantations on the top only score if they have a point icon on them.
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Captain Fox
United States
Southwestern
Michigan
Fox by Miss Turtle Artist attended Starfleet academy by Jess and furthermore, I think tipping in GeekQuestions should be fixed.
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It's an ongoing joke when I explain games that I say, "The object of this game is to win." *pause for the groans* "The way you win is..."


 
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  • Posted Mon Sep 25, 2006 1:54 pm
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Michel, you don't get a point for your plantations with a point on them unless you add a fifth plantation to your board and push one of those point plantations off.
 
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  • Posted Mon Sep 25, 2006 9:14 pm
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Matt Albritton
United States
Tupelo
Mississippi
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Ryan, that is incorrect. You get a point for the "point" plantations no matter where they end up at the end of the game.

It is a reward for using a less efficient plantation piece.
 
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  • Posted Mon Sep 25, 2006 9:22 pm
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Warren Forrest
Canada

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I always make sure to emphasize the goal when explaining a game. Then I set about explaining how the various aspects of the game relate to that goal.

For example, I taught my group Puerto-Rico pretty quickly and easily by telling them, "The Goal is to get VPs. There are 2 ways to get them: Build building, or the most important way: by shipping goods." Then I explained how each role related to the production and shipping of the goods.

Within about 5 minutes everybody knew what they were doing and the indigo players were already jealous of the corn players.
 
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  • Posted Mon Sep 25, 2006 11:28 pm
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Jon Lea
United Kingdom

"The winning team is the first team ... that wins."
 
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  • Posted Tue Sep 26, 2006 12:09 pm
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6. Board Game: DataFlow [Average Rating:5.50 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Flow

This is where most people have trouble. A game explanation has to flow properly. This may sound weird, but think about it, if you are explaining Puerto Rico and you keep jumping back and forth from shipping rules to plantations to boat use, your going to confuse everyone. This is the hardest thing to do and often requires that you have played the game before.
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Dead Eye Dick
United States
San Francisco
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I also try to adhere to this rule - but when there are other players at the table who have previously played the game it sometimes breaks down as they try to interject points within the game that they found important to note.

Sometimes the instructions end up getting waylaid... but my iron fist usually brings things back into perspective!
 
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  • Posted Mon Sep 25, 2006 6:03 pm
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Warren Forrest
Canada

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I also try to adhere to this rule - but when there are other players at the table who have previously played the game it sometimes breaks down as they try to interject points within the game that they found important to note.

AMEN!!! I *DREAD* explaining a game to a new player when there are other people there who know how to play.

I've got a lot of teaching experience and know how important it is to present things simply, logically and with a clear flow to them, but no sooner do I say, "Now, in order to build a road, you need to have 1 wood and 1 brick..." than somebody interupts with, "...or you can have 1 of them, then 4 of anything else so you can trade them, or 3 if you've got a 3:1 port..." at which point the next person says "...or a 2:1 port if you've got the matching cards..." then "...or you can trade with somebody else..." then "...but don't trade with anybody who already has 8 or more points!" etc... etc... etc...
 
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  • Posted Mon Sep 25, 2006 11:36 pm
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Purple huh... I can tell this is a good game!
Netherlands
Eindhoven
Noord Brabant
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I can also attest to this: I'm the explainer myself. But I always invite the interrupter to continue with the explanation of the full game. Sometimes I will even stand up to get a beer or coffee without saying another word. Most of the times they excuse themselves to me, and sometimes I'm done explaining. Either way is okay with me.

Furthermore about data flow: I like to follow the pages of the rule book as much as possible, leaving all exceptions out at first and discussing them later when I've gone trough the book for the first time. This gives all players a good idea at first how things work and then they get the context of the exceptions better.
 
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  • Posted Wed Sep 27, 2006 8:42 am
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Michel Condoroussis
Canada
Montreal-Nord
Quebec
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I also try to adhere to this rule - but when there are other players at the table who have previously played the game it sometimes breaks down as they try to interject points within the game that they found important to note.


So true, I often have to jump in and say, "I will get to that in a second" since the interjections really ruin the flow.
 
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  • Posted Sat Sep 30, 2006 7:06 pm
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7. Board Game: Cheater [Average Rating:4.05 Overall Rank:7644]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Cheat Sheets

Now this is where the Geek comes in very handy. You can find little player aids all over this site for many games. Some games come with them, but many do not and I have them printed and put into the games box for many games. Worse case, you don’t need them, but even people who have played before often request a copy, just in case.
 
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Timothy P
United States
Harrisburg
Pennsylvania
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I also find that writing your own cheat sheets is helpful. In addition to having full control of the content and layout, the act of writing them is a great way to learn the rules yourself.
 
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  • Posted Mon Sep 25, 2006 5:02 pm
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8. Board Game: Miscellaneous Game Accessory [Average Rating:6.86 Overall Rank:1763]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Examples with pieces

Since the game is open when you are explaining it to others, it is always helpful to explain while demonstrating on the game itself. For some games it may be annoying since you have to find the right card (Fairy Tale) or piece, but often it is simple to do and a visual is always easier to remember.
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9. Board Game: Noteability [Average Rating:4.45 Overall Rank:7438]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Exceptions

There are always little exceptions or minor notes in a game that are very important. For example: In Hacienda you can only place animals on the Pampas, with the exception of the Pampas land card and then only if it is connected to another land tile. These are abundant and it is usually these rules that cause the: “oh, I didn’t know that” comments from the other gamers. Although, it must be said that it is always hard to remember to mention all the exceptions in certain games.
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Dan Taylor
United States
Unionville
Virginia
Just Another Washed Up Wargamer
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This is probably the hardest sort of rule for me to teach. Assuming I remember it, do I break up the flow of my discussion for this digression? Do I say "there's an exception to this, which I'll say later"?
I usually introduce the exception and add the caveat "I'll say this again later."
 
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  • Posted Mon Sep 25, 2006 2:31 pm
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John Lopez
United States
Tucson
Arizona
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The explanation: Impossible Triangle + TW (my company initials) = my logo.
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These are most prevalent in games that have "rule bending" cards: in this case spreading the cards out and giving examples of the rule bending can help.

"There are cards that can allow you to do A, even though you normally can't. There are cards that allow you to do B as well, if these conditions are met."

You don't have to explain the fine details here, just enough that nobody is floored by a card capabilty they couldn't envision.
 
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  • Posted Mon Sep 25, 2006 4:47 pm
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Emiliano Liverani
Italy
Ravenna / Riccione
Emilia Romagna
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In this situation a gamer playing says: "Damn! If I had known this rule before I would have made this choice..." and usually I think: "Thanx guy for your friendly support..."

Great assignments demand great responsibilities!
 
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  • Posted Wed Sep 27, 2006 7:42 pm
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10. Board Game: Multiple Mutations [Average Rating:0.00 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Repeat stuff

There are certain rules that I tend to repeat. These are of course things that you must know before you start to play. Like in Taj Mahal: You win the different powers based on whether you are in the lead when you withdraw from the battle, not once everyone has finished playing. If you don’t know that when you start playing, you will have a lot of trouble.
 
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11. Board Game: The Encyclopedia of Chess Variants [Average Rating:7.77 Unranked] [Average Rating:7.77 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Variants

We have all seen the many variants some games come with and the even more plentiful collection here on the geek. Now often people jump to play with all these variants or to play the game the “expert” way, which is often more fun. But for new players, it may give them a big disadvantage. I do find that a lot of the time the variants are better, but you have to use your judgment depending on who your fellow gamers are. The very first time, I always play the regular way, but once I play with the variants and am able to explain it properly with them even to new players, I tend to use them almost all the time (unless they suck of course).
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Tor Iver Wilhelmsen
Norway
Oslo
Unspecified
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Yeah. "Let's play poker!" and then you decide which of the multiple variants you want to play. From five card stud to Battle Line.
 
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  • Posted Mon Sep 25, 2006 4:32 pm
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Daniel Johnson
United States
Indianapolis
Indiana
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One other note: If you use house/variant rules when teaching a new player (especially when someone joins a group with favorite rules), be sure you identify those rules as variations. Otherwise, they'll run into trouble when playing with other groups. The best case response then would be "If you wanted to play with variant rules, you should have said so before we started" or "Are there any other house rules I should know about?", depending on who owns the set.

For example, once when I was teaching Settlers of Catan to some new people, there was a spectator who thought that the Largest Army bonus was based strictly on unplayed Soldier cards.
 
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  • Posted Tue Sep 26, 2006 7:12 pm
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12. Board Game: Read'em [Average Rating:4.97 Unranked]
Michel Condoroussis
Canada
Montreal-Nord
Quebec
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Re-read after play

This one I learnt the hard way. I have played many games incorrectly (Proof: http://www.boardgamegeek.com/geeklist/13380) and noticed that even when playing with a regular, some things are left out and some I cannot remember by the time I play again. So now, after I play something for the first time, I often re-read the rules just in case. Sometimes I find mistakes and other times I don’t, but like in the case of Princes of Florence, where we would let the bonus cards add up, mistakes are made and can ruin a game.
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John Lopez
United States
Tucson
Arizona
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The explanation: Impossible Triangle + TW (my company initials) = my logo.
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This is a critical step, especially if the game didn't go over well. Being honest about the rules error is important so people will approach another play understanding that the last time it didn't work it *might* not be the game itself.

Of course, sometimes the corrected rule doesn't make it any more fun, and in a few cases we have stuck with our house variant because we didn't care for the "official" rule as much as our accidental reading.
 
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  • Posted Mon Sep 25, 2006 4:58 pm
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J. Green
United States

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Masterful treatment of the subject. This is my new standard response whenever anyone posts "how do you teach rules to games?" Thank you for the excellent work.
 
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  • Posted Sun Sep 24, 2006 9:37 pm
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Jim Carvin
United States
Hamburg
Pennsylvania
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I try to avoid the strategy for the most part, though I will point out pitfalls, such as running out of money early in Age of Steam or letting someone win a lot cheap of cheap in Princes of Florence, things like that.
 
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  • Posted Wed Sep 27, 2006 6:07 pm
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Jim Carvin
United States
Hamburg
Pennsylvania
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duh....I meant cheap Jesters...
 
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  • Posted Wed Sep 27, 2006 6:07 pm
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Emiliano Liverani
Italy
Ravenna / Riccione
Emilia Romagna
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I feel what you explained and I usually try your advice cause I'm an explainer too.

Good list! thumbsup
 
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  • Posted Wed Sep 27, 2006 7:49 pm
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Michel Condoroussis
Canada
Montreal-Nord
Quebec
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hey all,
Wow, I posted this list as I was leaving for training for work and I get back and have all these comments and thumbsup. Thanks!

Some comments:
Quote:
I think it would be nice to have a section for each game that was an area for 'how to teach' this game

There are many games I would love to do this for, unfortunately, now with my new full time job and two classes, my reviews, sessions and lists will become less frequent. Glad that I made time to make this one.

Quote:
so that his listeners will have fun with the game--not so the teacher can win

Since I am the token explainer, I have told all my friends that I will not list the "Hints" that are present in the rules. The ones that help you win yuk. But they didn't like that, so I have begun to mention them as well.

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"Explain the rules, not the strategy" maxim.
YOU explain the rules, let them find their own strategy, otherwise

I agree completely with this one. It sucks if everyone plays the same way, although I do give the hints now, I don't tell people how to play unless they are really non gamers, then I drop more hints.

Quote:
though I will point out pitfalls

Exactly!

Thanks again guys, glad you all liked the list.
 
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  • Posted Sat Sep 30, 2006 7:05 pm
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