Jump to:
- 1 Why Teaching Is the Game Before the Game
- 2 Step One: Read the Rulebook Yourself, Then Close It
- 3 Step Two: Write the One-Page Summary
- 4 Step Three: Lead With the Win Condition, Not the Setup
- 5 Step Four: Teach in Turns, Not in Rules
- 6 Step Five: Create a Reference Card for Every Player
- 7 Step Six: Know When to Stop Explaining and Start Playing
- 8 Specific Games and Their Teaching Order
- 9 Worker Placement Games
- 10 Gateway Games
- 11 Card Games
- 12 Common Mistakes and How to Avoid Them
- 13 What Good Teaching Looks Like
- 14 Related
The difference between a great session and people checking their phones by turn three
Why Teaching Is the Game Before the Game
The moment a rules explanation goes wrong, the session is usually over before it started. People check out during a poor teach and spend the first thirty minutes of play confused and frustrated rather than engaged. We have been on both sides of this. We have given bad rules explanations and received them, and the difference in the experience is enormous.
Good teaching is a skill you can learn. It is not about knowing the rules perfectly or being a natural performer. It is about making a series of deliberate decisions before and during the explanation that keep people engaged, give them enough to play without overwhelming them, and let the game itself do the work of revealing its depth over the first few turns.
This post covers everything we have learned from teaching a large number of games to a large number of people across a wide range of experience levels.
Step One: Read the Rulebook Yourself, Then Close It
Before you sit down with other people, read the full rulebook alone. This sounds obvious but it is skipped more often than not, especially for games people have played before in slightly different versions or think they remember well enough.
The goal of your solo read is not to memorise every rule. It is to understand the structure of the game: what a turn looks like, what the win condition is, what the key resources or mechanisms are. Once you have that structure in your head, you do not need the rulebook during the teach because you are not teaching from the book, you are teaching from understanding.
A teach that involves reading aloud from a rulebook is almost always a bad teach. The book was written to be a reference document, not a teaching script. Reading it out produces exactly the kind of wall-of-information that makes people check out.
Step Two: Write the One-Page Summary
After you have read the rules, write a single page of notes covering: the goal, the turn structure, the three to five key decisions a player will face, and any gotchas that trip up new players. This becomes your teach script.
The page does not need to cover every rule. It needs to cover enough that players can take their first turn without feeling lost. Everything else can wait until the moment it becomes relevant.
For most games, the one-page summary reduces to: this is what you are trying to achieve; this is what you do on your turn; this is the one thing that catches people out. Three sentences per point. Done.
| Example: Stone Age one-page summary Goal: score the most points. Games run nine rounds.Your turn: place your workers on action spaces (one space per player group), then resolve what you collected. Feed your workers at the end of each round or take penalty points.Gotcha: you can only grow your population if you have room in your hut. Check before you take the growth action.That is everything a new player needs to take their first turn. The rest reveals itself. |
Step Three: Lead With the Win Condition, Not the Setup
The most common teaching mistake is starting with setup. Players watch components get arranged while someone narrates what each piece means before they know why any of it matters. By the time the actual rules start, half the table has forgotten what the red tokens are for.
Start with the win condition. Tell people what they are trying to do before you tell them how to do it. Everything in the subsequent explanation lands differently when players have a goal to anchor it to.
Wrong order:‘So these are your worker tokens. You will use them to collect resources from these spaces here. Each space has a capacity limit shown by this number. When you have enough resources you can build one of these development tiles…’
Right order:‘You are building the most successful civilisation. You win by having the most points. Points come mainly from what you build. You build things by collecting resources. Resources come from sending workers to these spaces. That is the game. Now let me show you how each piece works.’
Same information. Completely different experience of receiving it.
Step Four: Teach in Turns, Not in Rules
Once players understand the win condition, walk through a turn from start to finish before explaining every option available in that turn. Show what a complete turn looks like. Then go back and explain the options.
For worker placement games specifically: ‘On your turn, you place a worker, then collect what you earned. That is it. Now let me show you the spaces.’ This is much easier to absorb than a comprehensive tour of every space before anyone has placed a single worker.
For Agricola: explain the harvest before anything else. Players who do not understand the harvest cycle try to grow their family before they can feed them, get confused, and stop enjoying the game. The harvest is the game’s central anxiety and it belongs in the first sixty seconds of your teach.
For Lords of Waterdeep: explain that quests take workers to complete and that completing quests is how you score. Then show the quest cards. Then explain the action spaces. The wrong order is explaining the action spaces before anyone knows what the spaces are for.
For Stone Age: explain food before anything else. Every other decision in Stone Age is downstream of whether you can feed your workers. New players who do not understand the food pressure make decisions they do not understand are bad until the harvest phase reveals it.
Step Five: Create a Reference Card for Every Player
Before the session, make a simple reference card for each player showing the turn structure and any symbols or icons they will encounter. This can be a handwritten card, a printed sheet from BoardGameGeek, or the player aid included in the box.
A reference card removes the most common source of questions during play: ‘what do these symbols mean again?’ A player who can answer that question themselves by glancing at a card beside their seat is a player who stays engaged. A player who has to interrupt the game to ask is a player who feels out of their depth.
Many games include player aids or quick-reference cards in the box. If they are not there, BGG almost always has community-made ones for any game worth teaching. Download and print them before the session.
Step Six: Know When to Stop Explaining and Start Playing
This is the hardest part of teaching. There is always one more rule to cover, one more edge case to clarify, one more exception to mention. The right moment to stop is before you have covered everything.
Players learn better from playing than from listening. A rule that is confusing in explanation becomes obvious the first time it comes up in play. Save the edge cases for when they happen. Start the game earlier than feels comfortable and let the first round be slow.
The practical test: have you covered the win condition, the turn structure, and the top three gotchas? If yes, start playing. Everything else can be covered as it comes up.
Specific Games and Their Teaching Order
Worker Placement Games
Worker placement games share a teaching structure. Lead with the action spaces, explain what each space does before explaining the worker limits. Then explain the round structure and what resets. Then explain scoring. Save advanced spaces and special powers for when they are first used.
Stone Age:Food first, then population, then resource collection, then civilisation cards. This order mirrors the urgency of the game’s systems.
Agricola:Harvest first, always. Then occupations and improvements. Then the action spaces. Players who understand the harvest cycle understand why every other decision matters. Full review at letsplaygames.uk/agricola/.
Lords of Waterdeep:Quest types first. Show a quest card and explain how it is completed. Then action spaces. New players who see a quest and understand what they need to complete it will understand the action spaces immediately. Full review at letsplaygames.uk/lords-of-waterdeep/.
Gateway Games
Gateway games should be teachable in under five minutes. If your explanation of a gateway game is running over ten minutes, something has gone wrong.
Catan:Settle placement first, then resources, then building, then the robber. Spend thirty seconds on the Longest Road and Largest Army at the end. Do not explain every hex combination. Full review at letsplaygames.uk/catan/.
Ticket to Ride:Destination tickets first. Show what they look like and explain that completing them scores points and failing them loses points. Everything else follows naturally. Full review at letsplaygames.uk/ticket-to-ride/.
Carcassonne:Place one tile, explain what is on it, explain how scoring works for that feature. Then deal hands and play. Farm scoring can wait until round three. Full review at letsplaygames.uk/carcassonne/.
Card Games
Card games often benefit from a demonstration hand played face up before the first real hand. Turn one card at a time, explain what you would do and why. This is faster than a verbal explanation and more memorable.
Sushi Go!:Show one hand, draft one card, pass the rest. Explain two card types. Start playing. Explain other card types as they come up. Full review at letsplaygames.uk/sushi-go/.
Love Letter:Show the eight character cards. Give each player a reference card showing what each character does. Deal one card and play. The game teaches itself from there. Full review at letsplaygames.uk/love-letter/.
Common Mistakes and How to Avoid Them
Reading from the rulebook:Never do this. Understand the rules first, then explain from understanding. The rulebook is a reference, not a script.
Explaining exceptions before the core:Every game has edge cases and exceptions. Save them for when they become relevant. A player who hits an edge case in play will understand the exception immediately. A player who hears about it during setup will forget it.
Too many rules before the first turn:Players absorb rules much better in context. Start earlier than feels comfortable and let the first round be instructional.
Assuming experience transfers:A player who has played Ticket to Ride does not automatically understand resource management. A player who has played Agricola may not have played a drafting game. Always check what people actually know rather than what you assume they know.
Not checking in during play:The best teachers check in after round one with a quick ‘any questions now that we have played through it?’ Most confusion surfaces in the first round and is easy to resolve while the game is still early.
What Good Teaching Looks Like
| A good rules explanation sends people into the first turn feeling capable, interested, and ready to make decisions. It does not make them feel like they have passed an exam.The test is not ‘did I explain every rule correctly?’ The test is ‘does everyone at the table feel ready to play?’ |