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How to Teach Games: The Framework (Part 3)

FallCon Gaming Society - Thursday, August 18, 2011

In the previous article, I explained that as gamers we all find ourselves teaching games from time to time.  It’s an important role, and our goal should be to ensure that others have a positive experience and want to continue to explore this great hobby of ours.

In this third installment, I want to share a framework for game explanations that has worked well for me.  This should be considered within the context of some of the other "rules of thumb" that I outlined in Part 2.

A 5-Step Approach to Teaching Games

This is a sequential process, and I find it works well to pause at the end of each step to test for understanding before moving to the next step.

1 - Objective

I always start with the end.  What are the general objectives or victory conditions for the game?  And I back that up with one or two ‘path to that objective’ comments.  In Power Grid for example, I might say “Your goal is to power more cities than your opponents at the end of the game, and to do that you will need to build cities, buy power plants, and supply resources to those power plants to run them”.

As another example, I had a chance to teach Martin Wallace’s London last night.  My explanation began with, “Your goal is to collect the most victory points by the end of the game, and you’ll generate those points in three ways: 1) building boroughs in London; 2) placing cards into your ‘city’ in front of you that have victory points displayed on them; and 3) maximizing money while minimizing ‘poverty’ by the end of the game.

The key here is to keep it simple and at a high level.  Don’t get into too much detail about how to calculate the victory conditions, or convert final resources.  Save that for “Finer Points” later on.

2 -  Components

This is my favorite part of game explanation because I’m explaining something that is visual and tactile.  I often see people lean in as I direct their attention to each component of a game, and many games today have really solid production value which makes this part fun.

In order to do this well, you’ll want to have the game set up prior to explanation.  This makes it easy to direct people’s attention as you go.  It also gives people the opportunity to pick up, feel, and examine more closely the items you are describing – an important process in learning. And a word of warning if you're teaching games to really young kids: they may want to taste the components too; be prepared!

While describing each component, I explain what it does in the game.  For example, “These plastic chips represent money, and you use money in the game for …”, or “The cubes are resources, and they are used for …”.

It’s important to touch on every game component.   This includes not just the bits and pieces, but the board (and the different areas on it), player mats, reference cards, etc.

It’s in this phase of explanation that you’ll want to also describe the game iconography.  Some of the best produced games do a good job of being consistent with the icons.  For example, in the game 7 Wonders you might say, “Whenever you see the green wreath symbol, it represents victory points”.

3 - Structure and Flow

I find it very important to be clear about the structure of game flow, and I take special care with the terminology I use.  It can be confusing for learners if I mix up terms like ‘turn’, ‘round’, ‘phase’, ‘action step’, etc.

Most games have rounds, and turns that occur within rounds.  For example I might say, “Each round starts with the starting player and moves clockwise.  During that round, each player gets one turn”.  This example is simple, but more careful explanation (and repetition) is required if, for example, “The game is divided into 4 eras, each made up of 10 years.  Each year has four seasons and in those we’ll have four phases of three actions”. Hey! I think I played this game last week. In such cases, it's easy to get confused so we need to be specific and deliberate in explaining the structure and flow.

4 - Actions and Decisions

Once I’ve laid the foundation of structure, then I can define what players do and/or what decisions they will make in the game.  This may sound something like, “On your turn you will bid on the available resources”, or “At this stage you will take three actions.  Each one will be from one of the 5 choices …”.

This is probably the longest part of your explanation, and the area where you will want to have the most interaction.  Remember, at this stage you want interaction, so encourage questions and say to individuals, “hey, that’s a good question” as much as you can. 

As you move through any part of the game explanation it’s fair to defer some questions by saying, “That’s a good question, and let me come back to that …”.  You’ll use this tactic in dealing with questions that may skip ahead or are outside the logical order of your explanation.

In this phase of your teaching, be prepared to clarify, repeat and restate as people absorb the information you are providing.

5 - Strategy and Finer Points

A discussion of strategy for people just learning a new game is sometimes premature in the early stages.  If I do talk strategy in the initial presentation of a game, I generally try to keep it fairly simple, something like “in general money is pretty tight in this game so be careful about your spending”.  You may even consider leaving a discussion of strategy until some way into the game after players have played a few rounds.

The introduction of what I call the ‘finer points’ is really dependent on the particular game.  In my mention of the game London above, a finer point around scoring would be that “at the end of the game, money converts to Victory Points at a ratio of 3-to-1, while Poverty cubes deduct final victory points based on this table on the board”.   This is pretty deep in the detail, but becomes more important for players as the game progresses.

Putting it Together

Like anything, improving the way you teach games takes practice, but using a framework like this should make it easier.  Like G.K. Chesterson said when he turned the common phrase around, “Anything worth doing is worth doing badly”.  By this he meant if something is worth doing, get started, make the effort and expect that you won’t be great to begin with.

Ever seen a kid starting to learn to ride a bike? A 3-year-old with enough practice can learn to bike without training wheels. The point is stick with it!. If you keep working on it, over time you’ll build your teaching skills and you audience will appreciate it.

Finally, I wanted to close this series of articles by mentioning other great resources for teaching games.


First and foremost, are the good game teachers in your game groups & clubs. If you like the way someone teaches games, tell them and try to emulate them. Who knows, a little flattery might get them to open up and share some of their tips with you. In addition, there are many great resources online including Ryan Sturm’s “How to Play” Podcast, Mario Lanza’s “The Finer Points of Teaching Rules”, and various other online resources including forums on www.boardgamegeek.com like this one.  If you know of any others, definitely mention them in the comments!

Tim



First Game on the Full-o-Meter

FallCon Gaming Society - Wednesday, August 17, 2011
FULL
photo credit: Benjamin Chun @ Flickr
Well it's official folks: we have our first full event. Merchants & Marauders is now full with 16 registrants. This might be the first time we have a Sunday event win the unofficial race to fill-up.  Glad to see such healthy numbers for Sunday!

We have a number of other teaching tournaments that are close to filling up.
 
**UPDATED 1:30pm on August 17th**
Things happen fast as we've had 4 registrations since I posted this at midnight last night. Here's our almost full list:

Registrations tend to come in surges (as we saw this morning), especially over weekends so I'd highly recommend registering if you're at all interested in playing in these tournaments or learning these games in a dedicated session. These could easily fill up within a matter of days if there's a rush. Keep in mind we are only 2 weeks away from the early bird rate deadline so a rush is likely. Need other reasons why you might want to register early?


Jasen




FallCon Review: Pantheon

FallCon Gaming Society - Tuesday, August 16, 2011
Pantheon

Name:  Pantheon
Designer: Bernd Brunnhofer 
# of Players: 2-4
Playtime: 90 minutes
MSRP: $47.99 CDN
Photo Credit: Daniel Denzer
Link to Rules
SynopsisIn Pantheon, players take the role of various empires in the Mediterranean.  Players travel their realms, accumulating materials and treasure, constructing monuments and building temples, all in the hopes of gaining favor with the pantheon of gods watching over the world. The one who succeeds in best honoring their gods will be declared the victor!

Pantheon's beautiful components are what initially drew me into the game. I'm especially fond of the little feet tokens (are feet meeples feetples?). Beyond the esthetics of the art design, I was attracted to the game because of my affinity for Stone Age, Bernd Brunnhofer's previous design.

Whereas Stone Age explores the “randomness” design space with dice, Pantheon explores it with card and tile draws. Serious boardgame players may argue that this game is too luck-based but I found that the random elements thematically captured the fickleness of the gods and the players’ attempts to capitalize on their favors. The card and tile draws also lend themselves to varied starts and in-game conditions, which consequently lead to unique playing experiences in each game.

In my opinion, a key component to any good game design is the existence of multiple paths to victory. In Pantheon, you can focus on building monuments, accumulating demi-god tokens, or building temples but the real power comes from the god tiles. If you let someone monopolize those, you will have a hard time catching up to them. Furthermore scoring is triggered in rounds 3 and 6, so timing and planning is also important.

Ultimately, this is a game that rewards multiple plays, especially to see the relative power of the various god tiles in play as well as their interactions and timing implications.  Knowing what options are available and then planning for the future will allow an experienced player to make the most of any given situation.

I really enjoy Pantheon and I’ll personally be ensuring it hits the table a number of times at FallCon. Hopefully I will see you sitting across from me at the game table!

Darren






FallCon Schedule: In Good Company

FallCon Gaming Society - Monday, August 15, 2011
At the end of April every year, the FallCon crew selects the games it will be showcasing as part of our schedule of teaching tournament events in the fall. It's always a challenging process as we try to balance the schedule with "classics" and the best of the recently published games. Sometimes, we even try to predict which will be the hot games over the summer and into the fall. With hundreds of new games being published every year, picking the best games is never an easy task.

Late last week, I was browsing my usual list of blogs when I noticed that the International Gamers Awards had released their list of nominees for 2011. In their General Strategy - Multiplayer Category, they nominated:

Out of the 11 games above, we have 8 represented in our schedule (with Inca Empire just missing our cut this year).

Then later in the week, the Dice Tower Podcast released their list of awarded games for 2010. They have a whole bunch of categories worth browsing through but I'll give you a quick overview.

2010 Dice Tower Best Game of the Year: 7 Wonders
Nominees: Merchants & Marauders, Alien Frontiers, Dominant Species, Fresco

2010 Dice Tower Best Family Game: Forbidden Island
2010 Dice Tower New Game Designer & Small Publisher: Tory Niemann for Alien Frontiers

All of the above games are featured in our schedule (some as part of the Great Canadian Board Game Blitz). And of course, Alien Frontiers was selected by our readers as part of our annual People's Choice.

While we are fairly confident in our team's ability to select the best games to showcase at our great event in October, it's always a bit of a relief to see other groups chime in to back us up! It's especially meaningful when the most respected gaming awards in the industry line up with our choices for the schedule.

Jasen






What is Fallcon?

FallCon is a boardgame and tabletop miniatures convention for the masses held every fall in Calgary. Consider FallCon a philosophical extension to those fun Friday game nights you spend with family and friends! Against a backdrop of fun and friendly competition, gamers young and old are invited to join us in playing some of the best games available today.

October 14-16, 2011


Commonwealth Hall
3961 52nd Avenue NE #1177
Calgary, AB

Info At A Glance

Weekend Pass - $50

Family Weekend Pass - $80

Friday Pass - $20      5:30pm-12:00am

Saturday Pass - $30   8:00am-12:00am

Sunday Pass - $20     9:00am-4:00pm

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