TL;DR
Core approach: theme first, then goal, then actions, then details. Show don't tell—demonstrate with components while explaining. Start playing within 10 minutes even if explanation isn't complete. Teach on the fly for complex games. Never read the rulebook aloud. Create player aids. Accept that first games will be messy.
I've watched beautiful games killed by terrible teaching. Twenty minutes of rules recitation, eyes glazing, enthusiasm dying, all before a single card is drawn.
Good teaching transforms that first play. Done well, players are engaged, understand enough to make meaningful decisions, and want to play again.
The Teaching Structure
Follow this order for every game.
1. Theme and Context (30 seconds)
Why are we here? What's the story?
Example (Catan): "You're settlers on an island. You're building settlements and cities, using the resources the land provides."
Why this first: Theme creates mental framework. Rules attach to story better than abstraction.
2. Victory Condition (30 seconds)
How does someone win?
Example: "First to 10 points wins. You get points from settlements, cities, longest road, and special cards."
Why early: Knowing the goal shapes understanding of everything else. Players evaluate all rules against "how does this help me win?"
3. Turn Structure (1-2 minutes)
What happens on a turn?
Example: "On your turn: first, roll dice and everyone collects resources. Then, you can trade and build—in any order, as much as you want. That's it."
Why brief: Gives enough to start. Details come later.
4. Key Mechanics (2-5 minutes)
The core systems that make the game work.
Example: Explain how resources work, what you can build, how trading functions.
Demonstrate while explaining: Show the components as you describe them.
5. Start Playing
Begin the game. Teach remaining details as they arise.
Summarise
"So: you're settlers, first to 10 wins, each turn you roll and then trade and build. Let's play—I'll explain more as we go."
💡 The 10-Minute Rule
If your explanation exceeds 10 minutes, you're overteaching. Most games can start with less. Complexity emerges through play.
Common Mistakes
Reading the Rulebook Aloud
The rulebook is reference, not script. Rules explained conversationally stick better than rules read verbatim.
Explaining Everything Before Playing
Players can't absorb everything before context exists. Teach basics, start playing, add details when relevant.
Explaining in Order of Rulebook
Rulebook order serves reference, not teaching. Reorder for comprehension: theme, goal, structure, details.
Teaching Rare Exceptions First
"Oh, and if this specific situation occurs..." Save edge cases for when they happen. They probably won't in a first game.
Explaining Strategy
Teach rules, not strategy. Let players discover strategy through play. Teaching "the right way to play" removes discovery joy.
⚠️ Warning
The teacher's goal isn't demonstrating their mastery. It's getting players engaged as quickly as possible. Ego kills teaching.
Techniques That Work
Show Don't Tell
While explaining "you can build roads for 1 brick and 1 wood," actually pick up the resource cards and place a road.
Physical demonstration + verbal explanation = better retention.
Use Component Names
Say "this orange meeple is your worker" while pointing at the meeple. Avoid "this thing."
Analogies to Known Games
"It's like Poker, but you're building poker hands with dice." Connecting to familiar concepts accelerates understanding.
Confirm Understanding
After explaining a mechanic, ask: "Does that make sense?" and wait for genuine response. Don't rush past confusion.
The First Turn Demo
Play the first turn as demonstration—everyone watches. Then players take real turns.
Teaching Approach by Game Complexity
| Complexity | Approach | Explanation Time | Learn While Playing | |------------|----------|------------------|---------------------| | Light | Full upfront teaching | 3-5 minutes | Minimal questions | | Medium | Core rules upfront | 5-10 minutes | Moderate additions | | Heavy | Basics only upfront | 8-12 minutes | Extensive ongoing teaching | | Campaign | First scenario rules only | Varies | Reveal mechanics gradually |
Player Aid Creation
For complex games, create reference materials.
What to Include
- Turn structure summary
- Available actions with costs
- Iconography key
- Scoring overview
Format Options
- Laminated cards (reusable)
- Paper sheets (disposable)
- Digital devices (searchable)
When to Distribute
Give player aids after basic explanation, before play starts. Players reference as needed.
Handling Questions
"Wait, what can I do again?"
Restate the options briefly. Don't lecture.
"What's the point of this?"
Explain the strategic purpose. "You build roads to reach new settlement spots."
"I'm confused"
Stop the game. Clarify the specific confusion. Resume.
"That's not what the rule says"
You might be wrong—check. If you're right, explain why your interpretation is correct. Don't get defensive.
Teaching Different Player Types
Visual Learners
Show components. Use gestures. Point at the board. Demonstrate moves.
Auditory Learners
Explain verbally. Repeat key points. Ask them to repeat back.
Kinesthetic Learners
Let them touch components during explanation. Have them perform a demo turn.
Reading Learners
Provide written player aids. Point to relevant rulebook sections. Let them read themselves.
The best game teachers make players feel smart, not stupid. If someone's confused, that's a failure of teaching, not understanding. Adjust your approach until comprehension clicks.
Complex Game Strategies
For games that genuinely can't be taught in 10 minutes:
Tiered Teaching
Round 1: Basic actions only Round 2: Add one layer of complexity Round 3: Full rules in play
Practice Game
"This first game is practice. We'll restart once everyone understands." Removes pressure from learning phase.
Tutorial Mode
Many complex games have beginner scenarios. Use them. They exist for a reason.
Split Sessions
Session 1: Teach and play introduction Session 2: Full game with refresher
The Reframe: Games as Activities
New gamers sometimes resist "rules explanation" but embrace "let me show you how this works."
Instead of: "I'll explain the rules" Try: "Let me show you how we play this"
Language matters. "Rules" sounds like homework. "Show" sounds like fun.
Post-First-Game Debrief
After finishing:
Clarify Misconceptions
"So now that you've played—anything you did that you realise was wrong?"
Answer Strategy Questions
Now that they've experienced it, strategic questions are welcome.
Gauge Interest
"Would you want to play again?" Adjusts future game selection.
Frequently Asked Questions
Should I let new players win?
No. Play normally. Winning through your handicapping feels hollow. Celebrate their genuine achievements.
What if I don't know a rule during play?
Check quickly. Make a house ruling if unclear. Verify afterward. Don't derail the game for extended research.
How do I teach games I've never played?
Play solo or watch a playthrough first. Teaching from rulebook alone rarely succeeds.
What about games where rules knowledge provides advantage?
Accept the first game is learning. Advantage diminishes with replays.
How do I handle slow learners?
Patience. Repeat as needed. Celebrate small understanding victories. Some brains need longer.
Final Thoughts
Bad teaching makes good games seem boring. Good teaching makes complex games accessible.
The difference isn't expertise—it's structure. Theme, goal, actions, play. Show while telling. Start playing quickly. Add details in context.
Your next teach, time yourself. If you're still explaining after 10 minutes, you're probably overteaching. Get the dice in hands. Let the game teach itself.
The Smoothie Wars Content Team creates educational gaming content. The team once explained Agricola in 8 minutes flat. It was their finest teaching moment.


