HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
A heavy euro board mid-game under a low lamp, wooden cubes on the tracks, one hand hovering over a placement

SPACE 06 / 16 · CHAPTER 03 · THE LONG GAME

Sit on the long side
and play the whole board.

Most games are settled by two or three turns nobody noticed were turns. This is the side of the board where you learn to spot them first.

You are here.

SPACE 06 / 16 · CHAPTER 03 · STRATEGY & SKILL

How To: Board Games REGION 02 · SIXTEEN SPACES · ONE TABLE START HERE GO CHAPTER 01 LEARNING & TEACHING HOW GAMES WORK · TEACH FAST · FIRST GAMES PRICE: 3 PATHS 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 YOU ARE HERE 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 3 PATHS CH 02 GAME NIGHT 3 PATHS TIMEOUT CH 03 STRATEGY SHUFFLE CH 04 FAMILY 3 PATHS SIDE QUEST CH 05 COLLECTING 3 PATHS

Every chapter in this region is a space on this board. This one is 06. Back to the board to roll for another.

What you are actually choosing every turn.

THREE LEVERS

Almost nothing on a table is a real decision. Most turns have one sensible move and you take it. Strategy is noticing the three or four turns that are not like that — and those turns are always about one of these.

Small wooden cubes in amber, teal, deep red and cream, sorted into rows by colour on a linen-finish supply strip
01

Tempo

How fast the board is moving, and whether you are setting that speed or paying for it. The player who is always reacting has already spent a turn they will not get back.

02

The engine

Anything that makes your next turn better than this one. An engine is expensive on turn three and free by turn eight — the entire skill is knowing which turn you are actually on.

03

The clock

Every game ends on a trigger: a deck running out, a track filling, a round counter. Read the trigger before your first move. It tells you how many turns your plan is allowed to take.

DRAWN AT THE TABLE

The fork on turn four, walked.

Two players, identical position, turn four. One buys the engine, one buys the points. These are the two roads those choices actually walk — same game, same clock, drawn from the same scores. The points road leads for three turns and it feels like winning, and then it flattens. The roads meet on turn eight, and everything past that space belongs to the engine.

123 567910 567910 4 8 20 POINTS THE SAME SCALE ON BOTH ROADS EVERY TURN AFTER THE CROSSING BELONGS TO THE ENGINE THE FORK TURN 4 · BOTH ON 8 POINTS THE CROSSING TURN 8 · BOTH ON 34 POINTS BUILD THE ENGINE 58 POINTS BY TURN TEN TAKE THE POINTS 38 POINTS BY TURN TEN
123 567910 567910 4 8 20 POINTS ACROSS THE FRAME THE FORK TURN 4 · 8 POINTS EACH THE CROSSING TURN 8 · 34 EACH BUILD THE ENGINE 58 POINTS BY TURN TEN TAKE THE POINTS 38 POINTS BY TURN TEN

TURNS RUN ALONG THE ROAD · THE ROAD CLIMBS AS THE SCORE CLIMBS · THE ENGINE ROAD WIDENS AS IT COMES TOWARD YOU · BOTH ROADS RUN OFF THE FRAME BECAUSE THE GAME CAN END ON ANY TURN

TURNS RUN DOWN THE ROAD · THE ROAD RUNS RIGHT AS THE SCORE CLIMBS · THE ENGINE ROAD WIDENS AS IT COMES TOWARD YOU · BOTH ROADS RUN OFF THE FRAME BECAUSE THE GAME CAN END ON ANY TURN

Three paths run off this space, none of them open yet.

PRICE: 3 PATHS

The chapter prices three paths. One is the habits that beat cleverness. One is the heavy box that has been intimidating you since you bought it. One is the odds you are allowed to steer rather than pray to. All three are still being set up, and each stamp says how far along that one is.

A whole game table at dusk under a hanging lamp, a board mid-play with bowls of pieces around it and a window going blue beyond

Winning slowly is still winning. Winning smugly is a different game, and you lose that one.

POPPY · CLASS: CURATOR
A scoring track photographed close: a line of small numbered squares with two wooden markers standing on it, one several spaces ahead of the other

FROM THE CURATOR

Lose the first three games on purpose

I do it with every new box. Game one I am not trying to win — I am trying to find out what the game punishes. Where does the score actually come from? What did the winner do on turn two that I did not understand yet? Game three I am dangerous, and I have been decent company the entire time. The people who need to win the teaching game usually stop improving right there, because they never let the box finish explaining itself.

BY POPPY — CLASS: CURATOR · THEPINKPIPER.GG

FIVE GUIDES · IN THE WORKS

Coming to this space next.

Commissioned and titled; none of them built yet. Nothing here is linked — a door with no room behind it is worse than an honest wait.

  1. 01

    How to Read the Endgame Trigger Before Turn Three

    BY POPPY
  2. 02

    How to Tell a Real Engine From an Expensive One

    BY IRIS
  3. 03

    How to Survive Your First Three-Hour Euro

    BY POPPY
  4. 04

    How to Thin a Deck Without Wrecking It

    BY IRIS
  5. 05

    How to Lose a Game Usefully

    BY POPPY