How To Teach Board Games Like a Pro
Video Statistics and Information
Channel: Shut Up & Sit Down
Views: 329,315
Rating: 4.9776821 out of 5
Keywords: Shut Up and Sit Down, SUSD, SU&SD, Board Games, Board Gaming, Boardgame, Board Game, Gaming, Tabletop, Quintin Smith, Teaching, Learning, How to Play
Id: P5fjDaFuft8
Channel Id: undefined
Length: 14min 44sec (884 seconds)
Published: Wed Feb 26 2020
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"One of the reasons people don't like learning new games is that they're afraid of looking stupid in front of other people."
Wow, this is some great insight. I am definitely going to keep this is mind during future teaches.
I am prepping to teach On Mars this weekend and I'm glad to have this video both help me and show me that I'm not completely mad for doing all the things I do to get ready.
Good lord Tip 7. That is my number one pet peeve when teaching a board game.
Nothing grinds my gears more then when I am in the middle of explaining the game and someone else chimes in and takes over/derails the explanation and my train of thought. I understand they are trying to help but I've found more times than not it makes it more confusing and slows the entire process down.
I hadn't considered his last tip of using lighter games to teach board game mechanics but it's kind of brilliant. Much of my play group is comprised of magic players, so teaching them certain mechanics is easy. "Oh so we're just drafting cards and then I can play these ones at instant speed..." which is great, but as soon as I get someone who doesn't play games as often and I tell them "It's a deck builder" they give me a blank stare and I can tell that I'm about to have a rough time. I'll have to keep that in mind next time I'm teaching a new game.
I have to teach Root soon. Pray for me.
Ah this it's honestly so useful. I don't think I'm bad at explaining games but typically I'm not great at getting started - seeing the tips on setting up fully first seems so obvious but I typically would go most of the way and start explaining while I go.
The Who/How/Why bit my friend seems great at, I could definitely do with improving there.
I'd like him to adress the problem of friends goofing around when you're tryinig to teach the game
Love it. The simplicity of 1. who are we 2. how do we win 3. and why we will have fun, is a great intro technique. Quinns is the best, man.
This video covers a lot of good tips about the overall learning/teaching experience. From the pure standpoint of "how do you play?" I think the most important thing is something which tip #3 comes close to saying but doesn't quite do: always, always, always, as far as it's possible, first explain the basic ways that you score points to win the game. This doesn't mean you need to go over every special way of scoring points or exception kind of bonus point you need to score. That would be overwhelming at the outset. However, I think that if you don't know at least the key ways to score points in a game it becomes very difficult to follow along with the instructions about all of the different mechanics because you don't really know what the mechanics are for.
For example, I think the one of the first things that needs to be said for different games are:
Dominion: "These green cards are victory points and in the game you will be trying to buy these cards to score points and win."
Wingspan: "Your final score will come from adding up this number from each of the birds you played, adding up how many eggs you have at the end of the game, and by completing the goals in each round. For example, in the first round your goal will be to have the most birds in the water row here."
Ticket to Ride: "Throughout the game you'll be putting out trains on these routes and you will score points whenever you do this depending on how many trains go on the route. You can also score points by connecting two different cities that are given on one of these cards here."
Viticulture (Base game): "You score points by making the right kind of wines listed on these cards and putting your worker on this spot to sell them."
Each of these games has other ways to score points and you will explain those eventually, but at the outset I think it's just so important to highlight very specifically the main goals of all of the different mechanics you're going to spend the next 20 minutes explaining. I think it's so much more difficult to follow when people do it the other way around.