The Best Way to Teach Board Games (Backed by some Learning Science)

The Best Way to Teach Board Games (Backed by some Learning Science)

TL;DR

Teaching sets the tone for the night. Point attention at what matters and limit how much you explain at once. "Show, say and do". Connect to what players already know and try your best to handle edge cases when they show up.


Why Teaching Matters

Bad teaches drain energy. People check out, ask the same questions, or stall on turn one. The night gets can feel shorter, and the game feels harder than it is.

Good teaches do three things:

  1. Make the next decision easy. Players should know what to do on their first turn.

  2. Protect attention. You focus the table on the board area or icon you’re talking about.

  3. Build confidence. Players feel safe trying a move without “ruining” the game.

Aim for this outcome:

  • Everyone can state the objective in simple terms.

  • Everyone can name actions they can take on their turn.

  • Everyone understands round flow enough to try it.

  • Exceptions are parked until they’re relevant.

A short, solid start beats a long, “complete” lecture. The board will teach the rest once people act. And you might get to see some strategy's cooked up that you didn't think of. 


The Four Principles You’ll Use Every Time

1) We Remember What We Attend To

Have a student centered approach to learning. The focus should be on what the learner is doing rather than the teacher. Active discussion is usually better than a lecture because the learner will actively be making connections. 

2) Be Aware of Cognitive Load

The brain is more effective when it isn't overwhelmed with information according to Cognitive Load Theory. Try to build in some natural pauses or break points. A simple guide might be:  Overview → turn flow → how the game ends → edge cases later. Try to keep new terms low. Use the rulebook only for spot checks.

3) Dual Encoding (Show + Say + Do)

Point at the exact spot on the board. Hold up the card. Move a piece. Run a 30-second demo turn while you talk. Matching the right information to the right delivery creates much more efficient learning. 

4) Role of Prior Knowledge

Ask what players have seen: drafting, worker placement, deck building, trick-taking. Bridge from that. Then call out what’s different here so habits transfer cleanly. This closely relates again to reducing the cognitive load of the learner. 

Check out this blog post from a professional if you want to learn more of the science. 


A 10-Minute Teach Framework

  1. Overview: Theme + objective in one sentence. (Heavier games will require more)

  2. What You Can Do: Name the core actions in verbs. No exceptions yet.

  3. Turn / Round Flow: Walk through it in order. Move a marker as you speak.

  4. End & How You Win: When the game ends and where points come from. Defer heavy scoring detail.

  5. First-Turn Guidance: Offer one or two safe openers.

  6. Play-and-Explain: Start. Cover odd cards and rare cases only when they appear.


When to Change it Up

You do not have to teach in the same order every time. Your job is to remove the next barrier to action.

Flip to “actions first” when…

  • The scoring web is dense (engine builders, VP salads). Players need verbs first. Scoring patterns can wait until they see their engine start.

Flip to “enemy/AI flow first” when…

  • It’s a AI driven co-op. If players don’t grasp how the threat advances, their turns feel random. Show the threat loop, then show the tools to counter it.

Flip to “victory first” when…

  • The win condition is unusual or non-obvious. Players need a target before the turn makes sense. Keep it brief. Then run the normal flow.

Flip to “components first” when…

  • The table is confused by what’s what. A 30-second tour of the board and icons can clear fog. Then return to the usual order.

Rule of thumb: After 60 seconds, ask yourself: What is stopping them from taking a first turn? Teach that next.


Tablecraft: Make Attention Visible

  • Stand or ensure clear sightlines.

  • Point, touch, and move pieces as you talk.

  • Delegate setup to keep hands engaged.

  • Set norms: “Questions after each section; exceptions after round one.”


Cognitive-Load Controls You Can Apply Today

  • Teach in groups of three concepts. The brain loves the rule of three. 

  • Hide modules/expansions until needed.

  • Use player aids.

  • Name terms only when they help a decision.


Common Mistakes and Possible Fixes

1) Explaining every exception up front

  • Why it hurts: It overloads memory and steals attention from the core loop.

  • Fix: Teach the base rule. Say, “There are a few exceptions; we’ll hit them when they appear.”

2) Reading the rulebook aloud

  • Why it hurts: The text is not built for spoken flow. People tune it out.

  • Fix: Prepare a short script. Keep the rulebook as a backstage reference only.

3) Starting with complex scoring

  • Why it hurts: Players can’t judge actions without context. They freeze.

  • Fix: Start with actions and round flow unless scoring is very simple. Summarize scoring categories; dive deeper later.

4) Teaching components before purpose

  • Why it hurts: Parts without a goal feel random.

  • Fix: One-line purpose first, then show components as they become relevant.

5) Letting side chatter fracture attention

  • Why it hurts: People miss key steps and ask repeat questions.

  • Fix: Set Q&A beats. Use a “parking list” for off-path questions.

6) No first-turn guidance

  • Why it hurts: New players stall, veterans take over.

  • Fix: Offer one safe line: “If you’re unsure, do X.”


FAQs

How long should a teach be?
Short. Aim to start playing in 5–10 minutes. You can explain the rest through play. (Again, Heavier games will need a longer teach)

Should I always start with win conditions?
No. Start where it unblocks the next decision. For engine builders, actions first. For state-driven co-ops, enemy flow first. For odd victory conditions, a quick target first.

What do I do with interrupters or rules lawyers?
Set expectations up front. Keep a parking list for edge cases. After round one, check the rulebook together if needed. This keeps momentum without shutting anyone down.

Players keep asking the same question. What now?
You likely skipped a link in the chain. Re-state the Hook, show the exact board area, and demo a single turn with that rule. Then have the player repeat it back and try it.

How do I help anxious new players?
Offer one safe opener. Confirm that early mistakes are recoverable. Hand them the checklist so they can self-verify.


Closing

Teaching isn’t about covering everything. It’s about getting everyone to a confident first move. Guide attention, trim the load, show + say + do, and bridge from what players already know. The game will teach the rest.

Back to blog