You know your favorite game cold. That is exactly the problem.
Teachers and researchers have a name for it: the curse of knowledge. Once you know something, you cannot easily picture your mind without it. The parts that feel obvious to you, like what the game is even about, stop feeling like things that need saying. The parts that took you longest to learn, the edge cases and odd timings, feel like the important bits. So you skip the first and stress the second. A newcomer needs it the other way around.
Two jobs, one chair
There are two people you can be when you teach a game.
The referee protects the rules. Their goal is that nothing is played wrong. They cover every case up front, correct errors on the spot, and treat a question as a gap to close. A referee is useful in a tournament, where the rules are the point.
The host protects the evening. Their goal is that the guest feels capable and wants to come back. They give the point of the game first, hold rare rules until they happen, and treat a question as a good sign. A host still knows every rule. They just know which ones to say tonight.
Most experienced players teach like referees without meaning to. It feels responsible. It comes from caring about the game. But to a newcomer, a referee sounds like a test they have not studied for.
How the curse shows up
You can catch it in your own words if you know the signs.
- You explain how before what. “On your turn you can draw two cards, unless one is face up and wild.” The newcomer does not know yet why they would want cards.
- You use the game’s words, or the hobby’s. Some words are the game’s own: “locomotive,” “route,” “ticket.” Those are fine once you point at the piece. Others are hobby words, like “set collection” or “the meta.” Those mean nothing to a newcomer, and they quietly say that you belong and they do not.
- You teach exceptions in the first minute. Every exception you mention early is one more thing they think they have to hold.
- You give strategy. “You really want to grab the long routes.” To you, that is help. To them, it is a second layer of rules before they have the first.
None of this is carelessness. It is what knowing a game does to you. The fix is not to know less. It is to check your teach against someone who does not know it, and the cheapest someone is a recording of yourself.
A worked example: Ticket to Ride in sixty seconds
Picture yourself holding your phone, about to explain Ticket to Ride to nobody in sixty seconds. Here is the referee version, the one most people record on the first try:
“OK, so you have three options a turn. You can draw two train cards, from the face-up five or the deck, but if you take a face-up locomotive that’s your whole draw. Or you claim a route by playing matching cards, gray routes take any one color, and double routes only open one side with two or three players. Or you draw three tickets and keep at least one. Unfinished tickets count against you. Longest path gets ten. The game ends when someone’s down to two trains or fewer.”
Every word of that is correct. Play it back and count: locomotives, gray routes, double routes. Three rules a newcomer does not need in minute one. And the most important sentence, what you are trying to do, never arrives.
Now the host version:
“We are building railroads across America. You have secret tickets that say connect these two cities. Each turn you do one thing: pick up train cards, or spend matching cards to put trains on the map, or take more tickets. Finish your tickets, you score them. Fail one, you lose those points. Most points at the end wins, and the longest railroad gets a bonus. Let me show you a turn.”
That one has two game words, both pointed at a piece on the table. It says who you are, what you want, and what you do. Gray routes, locomotives, and double routes can each wait until the moment they come up.
What the host hands over
A referee’s teach ends with the guest knowing the rules. A host’s teach ends with the guest knowing what to try first. That is a different gift. Rules without a reason sit in memory like loose parts. A goal and a first move give the guest something to do with their hands, and doing is where confidence comes from.
This is the first principle of the program, Frame before facts, seen from the teacher’s side. The facts are yours. The frame is what you give away.
Your drill
Before the next lesson
Record yourself explaining a game you love in one minute, on your phone, to an imaginary friend who has never played. Play it back and count the hobby words and the rules nobody needed yet.
Self-check
Did it stick?
Answer in your head, then open each answer to check yourself.
What is the curse of knowledge, as it applies to teaching a game?
Show answer 1
B. Once you know something, it is hard to imagine not knowing it, so you skip the basics and stress the details The curse of knowledge is a known pattern in teaching. The parts you find obvious, like what you are trying to do, are the parts you forget to say.
Your one-minute recording spends forty seconds on how to claim a gray route and when the deck reshuffles. What went wrong?
Show answer 2
B. You taught as a referee, covering cases, instead of as a host, giving the point and the next move Gray routes and reshuffles are real rules, but they can wait until they come up. A host spends the first minute on what you are doing and why.
Nice work. That is this lesson's Self-check done.
Next lesson
Match the Game to the Person
Module 1 starts with the pick. Next lesson: how to match a game to one particular person, and why gateway game lists are written for strangers.
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