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  <h2>The Games Journal | A Magazine About Boardgames</h2>
  <h1>The Finer Points of Teaching Rules</h1>
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	  <img border="1" src="../photos/MarioLanza.jpg" width="120" height="150">
      <p style="margin-top: 0; margin-bottom: 0"><font size="4"><i>Mario T. Lanza</i></font>
	  <hr />
	  <p style="margin-top: 0; margin-bottom: 0"><i><font size="2">Posted July, 2003</font></i></p>
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      <p><span class="drop_cap">T</span>he board gaming hobby brings
      child-like fun to adults.  This grade of fun exists at the core of
      board gaming and cannot be found in most other adult hobbies.  Having
      tapped this "premium" fun is what keeps board gamers longing for
      gaming opportunities and eager to experience new games.  Yet despite
      the fun present at most tables where games are being played, some
      board gamers lack one skill essential to assuring that every game
      experience is as fun and enjoyable as it could be.  That skill is
      teaching the rules. Because there will always be new games to play,
      there will always be new rules to teach.</p>

      <p>We've all played new games. Sometimes we teach the rules, and
      sometimes we're taught them. Teaching the rules is a skill that you
      have the opportunity to improve any time you play a new game.  Too
      many gamers, even veteran gamers, blow straight through the rules
      using ineffective, disorganized approaches that confuse their
      audiences.  Like me, I'm sure you've been there, and I'm sure you'll
      agree that a poor explanation of a game's rules degrades the gaming
      experience.</p>

      <p>Let me tell you about an experience I had.</p>

      <p><img border="1" src="../photos/Euphrat.jpg" align="right"
      hspace="10" vspace="10" width="293" height="214">At a game meeting
      about a year and a half ago, I was taught <i> Tigris &amp;
      Euphrates</i> by a gentleman I'll call Frank.  Frank was obviously
      an enthusiastic board gamer.  He was brimming with excitement as
      he cracked the lid off the box and started setting up the board.
      In a short while he was teaching the rules using some kind of
      yo-yo approach, "There's this and there's that, and back to this,
      now back to that." As unclear as that may have sounded, Frank was
      even less clear.  By the end of his explanation, I was thoroughly
      confused.  Once we began playing, every player had to ask several
      questions to clarify their understanding.  Frank, apparently not
      totally familiar with the rules, had to repeatedly refer to
      rulebook.  He conveniently introduced a few rules during the
      course of the game, usually just as he needed to take advantage of
      them.  It was clear the whole game long that only Frank had any
      understanding of what was going on.  The worst thing about this
      entire experience was that Frank was so engrossed in having his
      own fun that he didn't seem to care what kind of fun the rest of
      us were having. Needless to say, Frank won the game by a landslide
      as the remaining players had only begun to figure out the
      rules—let alone any tactics!—by the middle of the game.</p>

      <p>When Frank had suggested <i> Tigris &amp; Euphrates</i> that day, I
      was glad to be able to learn it since I had a shrink-wrapped copy in my
      closet.  By the end of that experience I was so turned off to <i> Tigris
      &amp; Euphrates</i> that I almost traded it. It
      wasn't until almost a year later that my distaste for <i> Tigris &amp;
      Euphrates</i> faded enough for me to bother to learn the rules myself
      and give it another try.  Boy, I'm glad I did! <i> Tigris &amp;
      Euphrates</i> is a deep, captivating game that has become one of my
      favorites.  I would have never known it if I stuck to my first
      impression.</p>

      <p>That whole anecdote makes one solid point.  When your approach for
      teaching the rules is ill devised, you degrade and sometimes ruin the
      experience for those playing with you.  For this reason I suggest that
      everyone treat teaching the rules as a skill worthy of
      practice.</p>

      <p>If your approach for explaining the rules has proven effective, I
      applaud you.  Read on if only for curiosity's sake.  If your approach is
      only moderately effective, ineffective, or nonexistent, then, I beg you,
      read on for necessity's sake, for the sake of keeping the "premium
      fun" in board gaming.</p>

      <h2>It All Starts Before You Teach</h2>

      <p>Although the ideal situation is for you to have played the game
      before you teach it, this won't always be possible.  There will
      inevitably be a time when each of us purchases a game we have
      never played.  The only familiarity we will have with those games
      is opening the box, checking out the components, and reading the
      rules.</p>

      <p><img border="0" src="../photos/Rulebooks.jpg" align="left"
      hspace="10" vspace="10">When you plan on
      teaching a new game, take care to understand and become
      comfortable with the rules.  If you have to, re-read the rules,
      familiarize yourself with the components, and check out
      web-related content.  You don't have to overdo it.  With games
      like <i>Trans America,</i> reading the rules once may be enough.
      You'll know when you've got it.  And for the best results, read
      the rules no more than a few days before you first play.</p>

      <p>Avoid teaching a game straight out of the rulebook.  I've experienced
      this and it's an awful waste of time for everyone.  Besides, having a
      knowledgeable person teach the rules saves time and is easier.</p>

      <p>If you're teaching a game that was once taught to you, draw upon that
      learning experience.  Remember what things were confusing or unclear and
      why, and improve upon them.  Likewise, whenever you're being taught new
      games, notice what about your teacher's explanation works and what
      doesn't and consider how to improve it once you've played the game.
      I've gleaned some of my best ideas for explaining certain aspects of
      games by remembering what my experience was like when I was taught.</p>

      <h2>The Occasion To Teach</h2>

      <p>You should have some organized approach in mind for teaching the
      rules when game day arrives.  I learned a very effective style of
      teaching from reading magic tricks.  Basically, the writer would explain
      how to do the trick at a very high level, before adding a section
      entitled "The Finer Points" where he would add special detail regarding
      improving your slight-of-hand technique or overall presentation.  It
      was exceptionally helpful, and I eventually decided that this
      "incremental" style of teaching was suited for explaining games.</p>

      <p>Using an incremental approach, you start at the top and work your way
      to the bottom very quickly covering only the basics, not the
      details—very much like an outline.  Once you've explained the basics,
      you work your way through again fleshing out the "finer points".  Most
      people don't have the patience to hear out or the ability to absorb a
      detailed, chronological approach from top to bottom.  That's why some
      speed-reading courses suggest that readers scan through the chapters
      prior to reading them—it's helpful to see the big picture first.  The
      Incremental Approach is all about painting the big picture first.</p>

      <h2>The Incremental Approach</h2>

      <p>In short, The Incremental Approach has you:</p>
      <ol>
        <li>Set up the board and components.</li>
        <li>Distill the game down to a few sentences. (Less than a minute.)</li>
        <li>Paint an overview for the whole game. (1 to 3 minutes.)</li>
        <li>Expand the overview using details—the finer points.</li>
        <li>Cover the exceptions, if any.</li>
        <li>Teach basic strategies and offer "fair warning." (1 or 2 minutes.)</li>
      </ol>

      <p>Now for the details:</p>

      <ol>
        <li>Always set up the board and all its components first; you'll be
      using them extensively.  Pay attention to how you organize the
      components.  The way that the components are initially organized can
      improve the clarity of your explanation.

      <p><a href="../photos/PrincesofFlorence2.jpg"><img border="2"
      src="../photos/PrincesofFlorence2_small.jpg" align="right"
      width="200" height="150" hspace=10 vspace=10></a>In <i> Princes of
      Florence</i>, for example, placing all of the bits used in the
      auction phase to the left of the scoreboard and all of the bits used
      in the action phase to the right makes it easier to grasp the
      structure of the game. This will become especially apparent when you
      mention that, "All of these items (showing the bits on the left) are
      bid on during the auction phase," and that, "All of these items
      (showing the bits on the right) are purchased during the action
      phase."</li>

      <li>Using only a few sentences, boil the game down to a how and a
      why. In an article about teaching new games to new players Mike Petty
      calls the how, "what I do on my turn", and the why, "the scoring."
      (See <a href="FirstTime.shtml"> Making The First Time Count</a>.) In
      other words, the how and why are, respectively, the "fundamentals of
      game play" and "their relationship to winning".

      <p>In Hollywood, entire movies are summarized using a short blurb
      called a "tagline." The best thing about a tagline is that it's terse
      but informative.  Take advantage of the tagline idea when first
      introducing a game to new players.  Be sure your tagline illustrates
      what points are and how you go about getting them.  Once you start
      thinking about what makes a useful tagline, you'll be started down
      the right track to explaining the rules in a simple way.

      <p>Here's a tagline you might use to introduce <i> Tigris &amp;
      Euphrates</i>:

      <p>"Each of us will be building civilizations by placing our leaders
      and our tiles to the board.  Inevitably conflicts will arise between
      our leaders.  Both adding tiles to grow your civilizations and
      winning conflicts involving your leaders will earn you victory
      points."

      <p>Notice the most vital information—the core mechanics and how
      points are earned—are illustrated.  In particular, notice how much
      detail was left out.  In <i> Tigris &amp; Euphrates</i>, I mention
      nothing about monuments, catastrophes, or what's necessary to win
      conflicts; instead, I chose to cover these finer points later.</li>

      <li style="margin-bottom:15px">Give a brief, general overview
      abstracting the game down to its core rules and mechanics.  Your
      overview should paint a chronological picture of the whole game from
      beginning to end.  By omitting the brunt of details, you'll be able
      to quickly cover the breadth of concerns everyone is having.  At the
      forefront of your mind should be showing the connection between a
      player's actions and scoring.  You'll wrap it up with what causes the
      game to end.  Again, explain the general aspects only; the details
      come next.</li>

	  <li>Having painted a foundational overview of the game, you're ready
      to apply the finer points. Walk your audience through the usual turn
      order describing all the rules at their fullest level of detail.
      Above all, demonstrate every chance you get.  Don't just tell; show
      the actual game play by offering examples.  By the end of your
      detailed explanation, you should have fleshed out the rules,
      demonstrated the use of the components, illustrated how points are
      scored, and covered the specifics that cause the game to end.  The
      only details you should leave out during this stage are the
      "exceptions." You'll be covering these last.

      <p>Generally speaking, exceptions are "rule breakers," that is,
      things that fiddle with the general rules.  In <i> Puerto Rico</i>,
      the buildings are the exceptions.  In <i>Torres</i>, the action cards
      are the exceptions.  In <i>Amun-Re</i>, the power cards are the
      exceptions.  In <i> La Città</i>, it's the political cards.

      <p>While it's important to bear them in mind, explain the rules as if
      the exceptions didn't exist. <img border="1" src="../photos/PuertoRicoOffice.jpg"
      align="right" alt="Office from Puerto Rico" hspace="10" vspace="10"
      width="152" height="95"> For example, regarding the trading house in
      <i> Puerto Rico</i>, simply say, "You can't trade a commodity to the
      trading house that it already has.  The trading house only accepts
      goods not already in its storerooms." We all have since learned that
      the office allows a player to supersede this rule, but don't mention
      that at this point. It's an added level of complexity.  It's better
      to let the general rules sink in first, before covering the
      exceptions.  If I'm with the right group and I want to provoke their
      thinking, I might foreshadow, "There's a building that will allow you
      to get around that rule, but I'll get to that later."

      <p>When you're done with this portion of your explanation everyone
      should have a complete understanding of the basic game.  If you make
      eye contact, you can often determine who's got it and who's clueless.
      If someone looks wanting, try to determine where he needs help before
      moving on.</li>

      <li>The final level of complexity in explaining the rules is covering
      the exceptions.  As I mentioned, exceptions are rule-breakers or
      anything you consider complex enough to save for later.  The great
      thing about exceptions is that you have the artistic liberty to
      decide what qualifies as an exception.  It's a judgment call.

      <p>For example, while explaining <i> Settlers of Catan</i> you might
      choose to mention the longest road and the largest army last, as
      exceptions.  Or, because these two concepts are simple enough, you
      might just mention them while you're explaining the rules.

      <p>Deciding what to make an exception has a lot to do with knowing
      your audience.  Some players can handle a rulebook explanation of <i>
      Die Macher</i> and some need it simplified.  In general, I tend to
      make any rule that seems overly aberrant an exception.  I think even
      expert gamers can appreciate that a more incremental explanation is
      easier to absorb.  Because German-style games (like <i> Acquire</i>
      and <i>Trans America</i>) often have simple rules, you might choose
      not to use any exceptions.  Again, deciding what's an exception is a
      judgment call.</li>

      <li>Teach basic strategies and offer "fair warning." If you've played
      the game before, it's polite to offer some very basic strategies that
      might not be obvious to first-timers. Walloping the inexperienced
      because you can is poor sportsmanship, and it detracts from
      everyone's fun.  Since everyone wants to have fun, spending a minute
      to give a "fair warning" on some common tactics that you or other
      experienced players might use will be appreciated.</li>

      </ol>

      <h2>Guiding Principles For Teaching</h2>

      <p>There are a few useful thoughts to bear in mind while explaining
      the rules that should improve your overall effectiveness.</p>

      <ol>
      <li>You should undoubtedly expect some of your anxious listeners to
      interrupt you with questions.  Knowing which questions to answer
      immediately and which to postpone is of utmost importance when giving
      cohesive explanations.  If your rules presentation will eventually
      answer a question, politely say, "We'll get to that in a minute."
      Questions meant to clarify the rule you most recently explained
      should be addressed immediately.

      <p>Whatever you do, don't detour to answer every misplaced question
      as this disturbs continuity, decreases clarity and disorganizes an
      otherwise structured explanation.  Although you may eventually cover
      all the rules despite these many detours, your audience may actually
      have a harder time remembering them.  Through practice you'll develop
      a knack for effectively handling, even anticipating, questions.  More
      often than not simply saying, "We'll get to that in a minute" will be
      fine.  People just want the comfort of knowing that their unanswered
      questions will, indeed, be answered.  Only when your audience is
      entirely confused or is having a difficult time following, should you
      consider revising your methods.  Normally, if you use any
      thoughtfully organized approach, this won't be an issue.</p></li>

      <li style="margin-bottom:15px">The general objective, the means of
      attaining it, the scoring, and the game-ending conditions are key
      aspects of the rules for all games. As such, they are worthy of
      repetition.  Cover them with a progressive layer of depth as you
      drill down into your explanation.  A listener's growing understanding
      often enables him to grasp a rule that was initially unclear.
      Repetition is neither wordy nor inefficient; it improves clarity,
      understanding, and remembrance of the rules.  Besides, it's easy for
      your listeners to miss a detail when they're being bombarded by so
      many.</li>

	  <li>Understanding how the game is scored is so very important that it
      deserves special attention.  Be thorough and illustrate the various
      ways points can be scored. Emphasize the aspects of the game that
      most impact scoring.

      <p>For example, in <i> Java</i> points are earned for building and
      for upgrading palaces, but even more points are earned for those same
      palaces at the end of the game.  Because end-game scoring is so
      crucial, I always emphasize the importance of positioning one's
      developers with this in mind well before the end of the
      game.</p></li>

      <li style="margin-bottom:15px">Be logical in the order you explain
      things to alleviate confusion. Don't explain how to use the power
      cards in <i> Amun-Re</i> until you've explained how you acquire them.
      This seems so obvious, yet I have witnessed many confusing, backward
      attempts at explaining rules.</li>

	  <li style="margin-bottom:15px">Being clear and thorough doesn't mean
      being long-winded.  I once played a game of <i> Progress and
      Destiny</i> (a prototype that may be published by GMT) in which
      explaining the rules and the first turn took over an hour each! Two
      hours into our game meeting we had only just begun playing the game.
      Now having played it, I'm convinced that a comprehensive explanation
      could have been given in no more than 20 minutes.</li>

	  <li style="margin-bottom:15px">Be enthusiastic.  How can you not be
      enthusiastic?  You are, after all, about to play a game!</li>

      </ol>

      <h2>While Playing</h2>

      <p>Be observant when watching inexperienced players.  Sometimes
      certain moves will seem foolish and you'll be wondering if the player
      is aware of a particular rule.  Simply reiterate the rule and ask the
      player if he was aware of it.  Even attentive listeners can be
      overwhelmed by too many rules.</p>

      <p>Be flexible, allowing inexperienced players to take back their
      moves when you determine that they're clearly not aware of a certain
      rule.  Don't argue about whether or not you've already explained the
      rule, simply explain it now and allow them to take back their move.
      In general, I allow them to take back their move up to the point
      where the next player begins his turn.</p>

      <p>Sometimes, a player may not realize he has a flawed understanding
      until he notices the player after him doing something that violates
      his understanding of the rules.  In such cases, my group usually asks
      whether the active player minds backing up his move in order to allow
      the prior player to redo his own.  We respect whatever that decision
      may be; however, most in my group are flexible.  We give one final
      fair warning regarding that particular rule and accept the
      &quot;mulligan&quot;. People often remark that the first time playing
      a game is more about learning than it is about winning.  If you hold
      this creed, prove it!</p>

      <p>Referring to the rulebook in the middle of the game can reveal
      that your group is missing or breaking rules.  Unless everyone agrees
      that switching the rules at this point is okay, it's best to note the
      discrepancy for the next game and continue playing as everyone had
      been. Remember, so long as everyone shared the same understanding of
      the rules, the game is no more or less fair for anyone.</p>

      <h2>After The Game</h2>

      <p>It's always a good idea to read the rules one last time.  You may
      have missed rules or used them incorrectly.  By not re-reading the
      rules you may go on playing the game improperly dozens of times or,
      worse yet, teaching others to play it wrong.  How embarrassing when a
      fellow gamer finally points out a rule that you've been butchering
      for years. (See <a href="ForgottenRules.shtml"> The Yawning Gap of
      Forgotten Rules</a>)</p>

      <p>Several months ago, I taught my group <i> Atlantic Star</i>.  The
      game allows you to take a 1,000- to 10,000-mark loan from the
      proceeds of chartered voyages.  On a voyage that earned at least 10
      points, you could dock 10 points (for 1,000 marks a point) to secure
      a 10,000-mark loan.  Until we had played the game half a dozen times,
      we weren't aware that loans were capped at 10,000 marks.  Eventually,
      someone developed a tactic of taking full-value loans against their
      first voyage.  On a 43-point voyage, they'd take a 43,000 loan!  To
      further aggravate things, we didn't realize that the cards used in
      chartered voyages were removed from the game.  We recycled them.
      With limitless loans and recycled ship cards, players soon realized
      that "clearing" the available voyages until the good options
      re-emerged, was a viable tactic.  Missing those two rules resulted in
      a crazy variant and a broken game.  I assure you, the game is much
      better now that we play according to all its written rules.</p>

      <p>In <i> Tigris &amp; Euphrates</i> we played almost a dozen games
      until someone discovered that the "green" leader, not the blue one,
      took treasures.  Lesson learned: always read the rules again after
      playing your first game.  Even you, mere human being, are bound to
      catch rules you missed or mistook.</p>

      <h2>The Strengths Of The Incremental Approach</h2>

      <p>I have had a lot of success teaching games to my friends using The
      Incremental Approach.  I think what makes it work so well is that it
      shows the whole picture immediately and then it drills down level by
      level incrementally into the details.  The audience isn't hearing
      intricate details about some random game mechanic about which they
      have no concept and no understanding as to where it fits in.  I've
      sat through "nitty-gritty approaches" that did just that and it's
      awful.</p>

      <p>The Incremental Approach is like looking at work of art through a
      camera lens from afar and then slowly zooming in.  Alternately, the
      Nitty-Gritty Approach is like being zoomed in all the way on one
      small spot of the artwork and then panning around.  It's confusing
      and torturous.  Don't use it.  Most people can learn more easily when
      they have a high-level understanding first; it gives them something
      to which they can relate the details.</p>

      <p>I've sat through disorganized nitty-gritty explanations where I
      had to retrospectively piece the big picture together.  The goal of
      The Incremental Approach is to start with the big picture and offer
      subtly more detail to avoid confusing one's listeners.  Enable your
      audience to piece the picture together as you go, not retrospectively
      as you're finishing.</p>

      <p>The Incremental Approach doesn't take a lot of forethought.  I
      rarely spend even 30 seconds organizing my thoughts the first time I
      teach a particular game.  Once you have the concept down for using
      the approach it becomes a skill that is easy to apply to teaching any
      game.</p>

      <p><img border="0" src="../photos/ProfessorEasy.jpg" align="right"
      alt="&quot;Professor Easy&quot;" hspace="10" vspace="10" width="118"
      height="201">Personal instruction teaches in a way that written rules
      typically do not.  The Incremental Approach more strongly suits how
      the mind works and learns.  Though written rules are necessary and
      important, they're usually not structured for teaching.  Rules are
      most often written chronologically if only to improve our ability to
      make reference to them.  Just because rules are authored by
      professionals doesn't make them superior for all purposes,
      particularly teaching.  In fact, certain Kosmos games like <i>
      Starship Catan</i> and <i> Entdecker</i> now include "Professor Easy"
      guidebooks that are geared toward teaching games in ways that
      rulebooks can't.</p>

      <p>The Incremental Approach is improved by its repetitiveness.  It
      covers and recovers the most important aspects necessary for
      understanding a game as it drills down.  "Repetitio est mater
      studiorum," that is, "Repetition is the mother of learning." Why not
      use it?</p>

      <p>Because it's incremental, repetitive and methodical, The
      Incremental Approach is very comprehensible to most.  If you've ever
      been the cause of confusion, you should strongly consider trying
      it.</p>

      <h2>Putting It Into Action</h2>

      <p>The Incremental Approach may be similar to the approach you
      already use; it may be completely different.  In short, it's nothing
      original. It is just one amalgamation of concepts that many of you
      already employ.</p>

      <p>In the "Teaching games" thread on rec.games.board, Jim Bolland
      well summarized how he explains the rules:</p>

      <blockquote>
      <p><i>"In simple terms, it's where you start, where you want to end
      up, and how you get there, in that order. If you tell someone how
      they can get somewhere before you tell them where they are going,
      they <b>will</b> get confused."</i></p>
      </blockquote>

      <p>While Jim's approach might not be exactly like yours or mine, he
      has one. He's making use of the teaching tools that work for him.</p>

      <p>You can only gauge how well any tool works by putting it into
      action. There's certainly no "one perfect way" for teaching the
      rules; what's important is that you have a game plan, that you're not
      just flying haplessly through a set of rules.  Use the Incremental
      Approach and fine-tune it, or develop an approach of your own.
      Through plenty of practice with any well-devised approach you'll
      become a master at explaining the rules.  You'll also contribute to
      making sure your fellow board gamers have all the fun they're
      due.</p>

      <p class="sig">- Mario T. Lanza</p>

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