Latest / Pick Up and Deliver / Teaching Games (revisited)
Transcript
- 0:04Welcome to pick Up and Deliver the podcast where I pick up my audio recorder
- 0:07when I leave my car and deliver an episode to you while I walk home.
- 0:11I'm Brendan Riley. Well, good afternoon, listeners. It's a lovely
- 0:23day here in suburban Chicago. I've just dropped off my car for my daughter
- 0:26who will need it a little bit later in the day, and I'm walking
- 0:29home. Well, I just listened to a strong episode of So Very Wrong
- 0:34about Board Games and they were reviewing a topic that they did a long time
- 0:39ago called teaching games or something like that, and I enjoyed the episode,
- 0:45and he realized, I don't know if I've ever done that before, or
- 0:48if I have, it's been a long time since I've talked about that here
- 0:51on the podcast. So I thought I would talk today for my walk home
- 0:55and about my approach to teaching games, what I like, what I don't
- 0:59like, and give you some feed some insight into it. The long and
- 1:02short of it is that I feel a lot about teaching board games the way
- 1:04that's So very Wrong about games guys do, Although there is one crucial thing
- 1:08they left out, so we'll get to that. So generally, I'm going
- 1:12to talk about how I teach complicated games, although my approach to teaching simple
- 1:17games is similar, it's just faster. But the complicated games are harder to
- 1:21teach, so I'll start with those and work backwards to simpler games. To
- 1:26start with. For a complicated game, first thing I'll do is talk to
- 1:30people who are going to play, arrange that we're going to play, and
- 1:33give them a link to how to play video. Now. Not everybody's gonna
- 1:38watch it, not everyone's gonna have time to watch it, but generally,
- 1:40if one or two other people have watched it before you go to teach it,
- 1:44that helps a lot because they'll often remember things that you didn't remember.
- 1:49Now. Of course, the experience is much different if I'm teaching a game
- 1:52I've had a chance to play. So I'm going to operate here on the
- 1:56idea that I have played the game before. So let's say that I was
- 1:59going to teach each ark Nova right now. That's a very different experience than
- 2:04if I'm teaching a game I haven't played before, but the preparation is a
- 2:07little bit different. So if I have not played the game before, then
- 2:13generally my preparation for teaching a complicated game is to first watch a how to
- 2:19play video. I do this because it gives me a path to take in
- 2:24my mind through the rule book. As I'm reading, I have a sense
- 2:28of context for what the rules are. I don't always do that. Sometimes
- 2:31I'll just jump right into a rule book first, but I like it.
- 2:35If I'm able to grab a how to play video first, then I will
- 2:42read the rule book. If I'm thinking ahead or thinking thoughtfully, I will
- 2:46consult the player aids that are available for that game and see whether or not
- 2:51those are the player aids that I want the players to have. By way
- 2:55of example, when I recently learned and taught Evacuate, I decided that the
- 3:00player aids the game came with were insufficient, so when on board game geek
- 3:05and found a couple of player aids that people had made and printed those out
- 3:07so that peop would have more access to those. This is also true of
- 3:12a recent play of Coinbra I did. I went and printed out some player
- 3:15aids for Combra, mostly because both of those games have a lot of icons
- 3:20and no words on the different components, so you have to pass around icon
- 3:25legends, and generally people don't have those handy, and the game doesn't usually
- 3:30come with them, or it comes with one on the back of the rule
- 3:32book, and that's insufficient for my taste. So I will usually make some
- 3:37player aids, or copy some player aids, print out some player aids if
- 3:39I can. So this is all in the service of prepping the game.
- 3:44I also generally, if it's a new game, I'll punch it and sort
- 3:46it and prepare it for setup. So I think about I go through the
- 3:52rules for setup, and I look at what do you have to do and
- 3:53set up? And I generally package the components in a game based on setup
- 3:59needs. So for example, if you're as a player, you get all
- 4:03the pieces of a certain color, and then you get the financial the money
- 4:10that you're starting money, and some resources or something. Assuming that the game
- 4:15has enough resources where it's not burdensome to have some missing, I will put
- 4:19all the resources that you start with in the bag with the player pieces,
- 4:24so that at setup I can toss you a bag and that gives you everything
- 4:28you need to set up your station. That varies by game, of course,
- 4:31but that's generally my approach. I'll often then package components in the same
- 4:36way. You know that components that need to be separated are often packaged and
- 4:42separate containers, although sometimes that just depends on how annoying it would be to
- 4:46separate them and how much extra work it makes at the end of the game
- 4:48to have to separate them out back again. So again, this is all
- 4:54preparation before I actually start the teaching process. Then when we're going to play,
- 4:59if I get the or first, I will set up the game for
- 5:01the number of players and kind of get everything in place where I can.
- 5:06That way, I'm not making players impatient while I'm figuring out where everything goes.
- 5:12This is an important part of the process because a lot of players find
- 5:15it boring to sit while you're setting things up, and what you don't want
- 5:21to do is start the game process having players feel bored. If the players
- 5:26are there during setup and it's possible, I will give them things to do.
- 5:30Hey, can you please put these tokens on that board? Hey can
- 5:31you shuffle these cards so that not only does the game get set up faster,
- 5:35but they also don't feel useless sitting there while I'm setting things up.
- 5:40We're past setup, We're ready to do the teach of the game the one
- 5:44plays. This is the place where I differ dramatically from the so very wrong
- 5:49about games people, And in fact I think I fit much closer to Richard
- 5:55ham or Rado in the way that he talks about game teaching and game learning,
- 5:59which is I start with the theme. For me, what we're doing
- 6:04in a game is about the community we're making around the table and about the
- 6:09story of the game is creating. Sometimes that story is very theme forward,
- 6:13meaning that what you're doing feels really thematic. Sometimes it's sort of a light
- 6:17sprinkling of artwork on an otherwise themeless game. Either way, I like to
- 6:24know what the story the game purports to be telling is. Sometimes I'll introduce
- 6:29that verbally. As often as not, the rule book has a short paragraph
- 6:32that provides that theme, and I will read that aloud or ask someone else
- 6:38to read it aloud. This sets up what the game is, establishes the
- 6:42story of the game. Then I will make sure if the game did not
- 6:46properly establish it, I will make sure to establish who the players are in
- 6:49the context of the game. What are we doing, who are we what
- 6:54is our purpose? I find that helps It helps you to learn what the
- 6:58rules are and why they are the way they are. If you know what
- 7:00your role in the story is. Human beings are storytelling creatures. This is
- 7:04where I reconvene with the so so very wrong about games folks, because then
- 7:12the next thing I do is I start with our objective. What are we
- 7:14trying to do? In other words, how do you win? We are
- 7:16trying to do this, and here's how you do it. So in Seven
- 7:20Wonders, we are trying to build our civilization in a way that earns the
- 7:25most points. You get points through playing cards to your civilization space called your
- 7:30tableau, and the points are added up at the end of the game.
- 7:35That would be kind of the introductory part to Seven Wonders. Once I sort
- 7:45of introduced what we're doing, then I will usually then usually the next thing
- 7:50we do is talk about game flow. It depends on the game. There
- 7:55are occasionally games where some other thing has to come first. So there are
- 7:59occasionally games where some other thing has to come first. Some other explanation of
- 8:03broad concepts, but generally I will start with the flow of the game.
- 8:09So again I'm just seeing you Seven Wonders throughout just well, no, I'll
- 8:13switch it up, I'll switch it up. What did I say Arkanova?
- 8:16So I might say, you know, I would explain how you win.
- 8:18You win when you're two scoring. When someone's two scoring pieces connect, then
- 8:24that triggers the end of the game. Everyone else gets one more turn,
- 8:26and then we add up points. Then I would talk about the flow of
- 8:30the game. I would say Arknova is played in a series of turns.
- 8:35On your turn, you're going to select one of your action cards in front
- 8:37of you and do what it says on it. Then you'll move your action
- 8:41card down to the bottom of this list, this row of five cards,
- 8:46and it's the next person's turn. Wherever your the card that you select is
- 8:50in your line of cards. That's how much power that card has when you
- 8:56activate it. So the further to the right it is, the higher number
- 8:58it has above it, the more powerful the action. That might be how
- 9:01i'd introduce the flow of ark Nova. Then I would point out the board
- 9:09and talk about how the individual cards work. So as quickly as you can
- 9:11get into how the game actually works, the better you know. If there's
- 9:16rounds and turns, you might say this game is played in a series of
- 9:18rounds. In each round, each player gets one turn, or you might
- 9:22say, you know, that'd be like Brass, or you might say in
- 9:26Actually, in Brass, you would say each player gets a turn, and
- 9:28then in the next round, the player who spent the least money in the
- 9:33last round goes first. For other games, you might talk about how the
- 9:37round goes as long as you have actions to do. In Orleans, you're
- 9:41going to place your discs on action spaces, and then we're going to take
- 9:45turns using those action spaces until everyone has passed. Some players might pass before
- 9:52others. They will just sit out and wait until the round is done.
- 9:54So again, we start with theme. We explain who we are and what
- 9:58we're doing, the talk about how you win. Then I explain the rhythm
- 10:03of the game, and then I'll explain individual turns. Generally, I will
- 10:07explain big concepts when they become relevant for individual turns. Brass is a useful
- 10:13one there because Brass has a couple really big concepts that you have to understand
- 10:18in order to play the game. Some people might be inclined to explain them
- 10:22at the beginning. They might be inclined to explain how the resources work,
- 10:26how the selling things work, how the networks work. I don't do that.
- 10:31I start the game, I talk about how things go, and then
- 10:33I'll introduce those segments as I talk about the early turns of the game.
- 10:41For me, the context becomes the way the mental hook you can hang the
- 10:46idea on so that you can understand what's going on. If you don't have
- 10:50the context, it's really hard to hang on to why you would need to
- 10:52know that or where to put that information. You mean, if you do
- 10:56remember it, having the context is crucial for me. The narrative side is
- 11:01the crucial way that that context becomes or that that information becomes contextualized. To
- 11:07go back to Brass, there's in Brass there's the rule about beer. Well,
- 11:11it's really useful to explain what I think as the game player, what
- 11:16I think the beer is about. And I'm like, the beer simulates the
- 11:20fact that a big part of business is about relationships and negotiation, and so
- 11:26when you sell something in Brass, using a beer represents building a social relationship
- 11:31with that perthin and that playing a crucial part in making the sale. So
- 11:35you need to have beer available to represent that. That's an example from the
- 11:41Vladimir Succi game, like evacuation is very thematic. I know I haven't talked
- 11:46about it yet on the podcast, but one way to think about that is,
- 11:48you know, you have your materials in the old world and you have
- 11:52your materials in the new world. As you pay for things in the old
- 11:54world, you have to use resources in the old world. It makes sense
- 11:58because that where the resources are. Sort Of explaining things through the theme gives
- 12:03players a way to understand what they're doing. And then finally, once I've
- 12:07kind of explained the ebb and flow of the game, then I would remind
- 12:11people, so the game ends when this happens, and then here's how we
- 12:16determine the winner. So I've kind of told people twice what your objective is.
- 12:20Often at the beginning time, when I'm explaining how you win, I
- 12:22will also mention what makes the game end, because I hate when people forget
- 12:26when people find the game ending and they didn't expect it to. So a
- 12:31couple more things about my teaching style. One, I do look for pitfalls
- 12:35on so very running ball games. They called this the Splotter effect, but
- 12:39the idea is that there are some things that if you don't know they're there.
- 12:45As a new player, they can really get you. An example would
- 12:48be playing blood Rage. It's useful to know there are some cards by which
- 12:52players can win a battle by losing a battle if you play some of the
- 12:58cards for Loki points by losing, and a player who gets a lot of
- 13:01those cards can be very effective. Similarly, in Seven Wonders, I'll talk
- 13:05about the science cards in Seven Wonders are often spread out among people, but
- 13:11if one person is able to get a lot of them, there are a
- 13:13lot of points available for them. In Seven Wonders, I also would talk
- 13:18about in Seven Wonders often getting a lot of points a lot of cards from
- 13:22the same color will give you bonuses. I don't know if I say that
- 13:26very often, but I particularly will talk about like the science scores dramatically more
- 13:31the more of them you have, so keep an eye out for that.
- 13:35I try not to do that too much. Mostly, I'll look for places
- 13:37where making a mistake can cost you dramatically. With nucleum, for example,
- 13:43you would I would caution people to be careful about which tiles they're using as
- 13:48their railroad tiles, because if you give away all of your tiles that do
- 13:52a certain action, then the only way you can do that action is to
- 13:54use your wild tile, which is not very effective. So I don't generally
- 13:58offer too much strategy, but I will sort of do warnings for potholes.
- 14:05Another thing that I do that I actually got from the Shut Up and Sit
- 14:07Down video about teaching games one is I try to give people their pieces right
- 14:13away, say they have something to fiddle with. And two, I try
- 14:18to answer questions if they come up. And this I think also puts me
- 14:22at odds with a lot of other games teachers. A lot of people don't
- 14:24like a question to come up in the middle of a teach and don't want
- 14:30to answer it. My approach is that the person who is asking that question
- 14:35is asking it because it occurred to them now somehow in the teach that idea
- 14:39has come up, and if I can answer it quickly, I will do
- 14:43so because I don't want them to bother them as they're trying to listen to
- 14:48the rest of the rules, Like, you know, can you play this
- 14:50when it's not Can you play an action card when it's not your turn or
- 14:54an event card when it's not your turn? I don't know what game that
- 14:56would be pandemic And if I'm like, I'll cover event cards later and then
- 14:58I can teaching. Well. Somewhere in their head, their brain is going
- 15:01well, But what about event cards? Can I play them when it's not
- 15:03my turn? So if I can answer it quickly, I will, or
- 15:07often I'll give a partial answer and say I'm gonna do more detail about that
- 15:11later. Like somebody would say, you know, can I build Do I
- 15:15have to build stuff in my network in Brass? And I don't know why
- 15:18I wouldn't have addressed that already, but I or do I have to have
- 15:22Does the shop have to be in my network to sell something in Brass?
- 15:24My answer would probably be it doesn't. I will explain that in more detail
- 15:28later. So I like to answer questions as they come up, but I'll
- 15:33often defer complex ex explainations to later. The last thing I do caution them
- 15:37is, you know, I learn and play a ton of games. I
- 15:39might very well miss something. I apologize in advance if I remember a rule
- 15:43later, but I want us to play by the rules, so I'll do
- 15:46my best. If I remember something I forgot to say later, I will
- 15:50bring it up as soon as I can, and we can decide how to
- 15:52deal with it based on how late in the game it is and how big
- 15:54a deal it is. So I've had games where I mentioned a thing and
- 15:58we realize we play two thords of the game the wrong way, and we're
- 16:00like, well, we'll just finish the game the wrong way rather than suddenly
- 16:03changing how the game works, unless some people benefit from that rules error and
- 16:07other people not. Other times we've just changed the rule because oh, this
- 16:11is the rule. It turns out, let's play it correctly. So a
- 16:15lot of it depends on having players that give you a little bit of grace,
- 16:17which is important to me as well. So what teaching tips did I
- 16:21miss? Head over to board game get Fill three two sixty nine and share
- 16:23with me which tips you would add as part of your instructions about how to
- 16:27teach a game right. I'd love to hear them, and I can't wait.
- 16:30Thanks for joining me on my walk today. I hope your next lot
- 16:33is supposed into his minds. Go bye. Brought to you by rattle Box.
- 17:00I H H.