HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
TITLE DEED — LEARNING & TEACHING · SPACE 01 PATH 02 OF 03

Teaching Rules Fast, never read aloud.

The chapter’s four-minute teach, opened up: minutes four to eight of the same clock, four stops, and a book that stays shut except once. The order below is not the rulebook’s order, and that is the whole trick.

THE OPENING LINE
How you win, before anything
THE BUDGET
Four minutes · four stops
NEVER READ ALOUD
Setup, scoring, exceptions

WHY READING IT ALOUD FAILS

A rulebook is written to settle arguments. Nobody at your table is having an argument yet.

It is ordered for the person who is stuck on turn nine — components, setup, then a turn, then scoring, then a page of edge cases. Said out loud from the top, that order hands four people a list of things they cannot use yet and no reason to hold on to any of it. Four minutes in — the point at which a teach should be finished — the only sentence anyone has retained is the one about the tiebreaker.

So the teach runs on a different order from the book. You say how the game ends before you say anything else, because every rule after that has somewhere to attach. Then you play a turn in front of them rather than describing one. Then you name the menu of choices a turn can be. Exceptions get flagged and left where they are until somebody actually hits one — and by then they are asking, which is the only time a rule ever lands.

The rulebook stays on the table the whole time. You open it once, for the diagram, and turn it round to face them.

A closed rulebook lying face down on a dark wood table beside a part-built board, a printed reference card propped against the box lid and wooden pieces staged in a row in front of it under a low lamp.
THE RULEBOOK, FACE DOWN — OPENED ONCE FOR THE DIAGRAM, THEN OUT OF YOUR HANDS FOR THE REST OF THE NIGHT

The route, walked once.

THE DETAIL

This is the chapter’s four-minute teach — minutes four to eight of its clock, the stretch it brackets and nothing else — opened up into the four stops it is actually made of. The clock below is that same clock, which is why it starts at 4:00: setup is already behind you. Stop 01 is the chapter’s one-minute hook, whole. Stops 02 to 04 are the three minutes it marks as the first turn, re-divided. Length along the route is elapsed time at one scale throughout, so the thirty seconds you spend flagging exceptions is genuinely a third of the turn you play out loud.

01 1:00 THE GOAL how you win, said first 02 1:30 ONE TURN played out loud, not described 03 1:00 THE CHOICES the menu, named not explained 04 0:30 THE EXCEPTIONS flagged now, taughtwhen they hit 4:005:006:007:008:00 OPEN PLAY MINUTES 4 TO 8 OF THE CHAPTER CLOCK EACH TICK · 30 SECONDS
01 1:00 THE GOAL how you win, said first 02 1:30 ONE TURN played out loud, not described 03 1:00 THE CHOICES the menu, named not explained 04 0:30 THE EXCEPTIONS flagged now, taught when they hit 4:005:006:007:008:00 6:30 · THE CLOCK KEEPS RUNNING OPEN PLAY IT IS THEIRS FROM HERE EACH TICK · 30 SECONDS FOUR STOPS · NOTHING READ ALOUD MINUTES 4 TO 8 OF THE CHAPTER CLOCK · THE TEACH ITSELF, OPENED UP THE TEACH ROUTE · FOUR MINUTES END TO END · LENGTH ON THIS PLATE IS TIME
Read near to far up a lamplit table: a closed rulebook face down and a half-drunk mug nearest the camera, and above them an invented board mid-teach with one wooden piece pushed a space forward and two blank cards face up beside it.
THE BOOK PUSHED TO THE EDGE — WHERE IT CAN BE REACHED AND CANNOT BE READ FROM

FROM THE CURATOR

Say how it ends, and the rest of the teach has somewhere to go.

The sentence I now open with is always the same shape: the game ends when someone does this, and whoever has most of that wins. It takes about eight seconds and it changes what everyone hears afterwards. Every action I describe from that point is obviously either useful or not, and people work that out themselves instead of waiting for me to tell them.

The habit that took me longest to break was answering questions in order of when they were asked. Half of them are exceptions, and an exception answered before anyone has hit it costs you a minute and buys nothing. I say "that one comes up, I will flag it when it does" and move on. Nobody has ever minded. They mind the twelfth minute of a teach.

BY POPPY — CLASS: CURATOR · THEPINKPIPER.GG

The teach, in five pieces.

5 PIECES · ON THE TABLE

What this path is holding room for. Nothing here is a link yet — these are the pieces being written for this space, and a door that opens onto nothing costs you a click to find out.

01

How to teach any game in four minutes

The four stops on the plate above, said out loud, with the exact wording for each one and the two places a teach reliably runs long.

BY POPPY · 5 MIN

02

How to open a teach with the win condition

One sentence, about eight seconds, and every rule you say afterwards has somewhere to attach itself.

BY POPPY · 4 MIN

03

How to play a turn out loud instead of describing one

Take a real turn in front of them, narrate the decision rather than the procedure, and let the board do the explaining.

BY IRIS · 5 MIN

04

How to hold an exception back until somebody hits it

The polite deferral that costs nothing, and why answering questions in the order they arrive is what makes a teach sprawl.

BY IRIS · 5 MIN

05

How to tell when the room has stopped listening

Three tells that arrive in the same order every time, and the one sentence that gets everybody back without restarting.

BY POPPY · 4 MIN

THE REST OF THIS TRACK

How Games Work PATH 01 →First Games PATH 03 →

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SPACE 01 / 16 · CHAPTER 01 · LEARNING & TEACHING

How To: Board Games REGION 02 · SIXTEEN SPACES · ONE TABLE START HERE GO CHAPTER 01 LEARNING & TEACHING HOW GAMES WORK · TEACH FAST · FIRST GAMES YOU ARE HERE SNACK BREAKWASH YOUR HANDS FIRST CHAPTER 02 GAME NIGHT HOSTING · PARTY GAMES · TWO-PLAYER PRICE: 3 PATHS TIMEOUT RULES ARGUMENTIN PROGRESS DRAW A CARD CHAPTER 03 STRATEGY & SKILL BASICS · EURO & HEAVY · DECK & DICE PRICE: 3 PATHS ROLL AGAIN SHUFFLE NEW GUIDESEVERY WEEK CHAPTER 04 FAMILY & KIDS BY AGE · LEARNING THROUGH PLAY · HOUSE RULES PRICE: 3 PATHS HOUSE RULES IN EFFECT FLIP THE TABLE(DO NOT) SIDE QUEST POPPYWAS HERE CHAPTER 05 COLLECTING & CARE STORAGE · SLEEVES · EDITIONS & KICKSTARTER PRICE: 3 PATHS TRADE ANYONE ANYTHING HOME STRETCHONE MORE TURN
How To: Board Games SIXTEEN SPACES GO CH 01 LEARNING CH 02 GAME NIGHT 3 PATHS TIMEOUT CH 03 STRATEGY 3 PATHS SHUFFLE CH 04 FAMILY 3 PATHS SIDE QUEST CH 05 COLLECTING 3 PATHS

CHAPTERS ON THIS BOARD

  • 01LEARNING & TEACHINGYOU ARE HERE
  • 03GAME NIGHTHOSTING · PARTY GAMES · TWO-PLAYER
  • 06STRATEGY & SKILLBASICS · EURO & HEAVY · DECK & DICE
  • 09FAMILY & KIDSBY AGE · LEARNING THROUGH PLAY · HOUSE RULES
  • 13COLLECTING & CARESTORAGE · SLEEVES · EDITIONS & KICKSTARTER

Every chapter in this region is a space on this board. This one is 01. Back to the board to roll for another.