The last line of your teach should be “Let’s start.” Not “I think that is everything.” You will never get to everything, and you should not try. The rest of the rules arrive during the game, each one at the moment it matters. This is the rolling teach, and it is the principle Just in time, not just in case in its purest form.
Why later beats sooner
A rule taught before it matters has nothing to stick to. The newcomer has no picture of the situation, no reason to care, and a dozen other new ideas competing for space. So they forget it, and you teach it again later anyway. Taught once at the right moment, a rule sticks the first time, because they can see the board it applies to.
There is a quieter benefit too. Every rule you hold back makes the teach shorter, and a short teach tells the newcomer something before a single piece moves: this game is learnable. A long teach says the opposite, no matter how clearly you explain it.
The goal is not a perfect understanding before the first move. It is this: by the end of round two, everyone knows the core rules, and nobody sat through a lecture to get there.
Parking questions kindly
Holding rules back means someone will ask about one early. “What happens if the cards run out?” is a reasonable question, and brushing it off feels dismissive.
Try this: “Good question. That comes up later, and I will show you when it does.” Then keep the promise. Jot the question on a sticky note or the back of your teach script. When the moment comes, turn to that person first: “This is the one you asked about.” A parked question that comes back on time does more for trust than an answer given too early. It tells the newcomer you were listening, and that their question was a good one.
If they ask a second time, answer briefly. Some people cannot relax with an open question, and a fifteen-second answer is cheaper than their worry.
A worked example: Catan’s development cards
In Catan, the development cards are a fine rule to hold back. In the teach, name them and stop: “There is a fourth thing you can build, this card here. It costs one wool, one wheat, and one ore. It does something good, and I will explain it when someone builds one.”
Then play. When the first card is built, stop for thirty seconds. “Most of these are Knights, which move the robber, the way a 7 does. A few are points you keep hidden. Two rules: you cannot play a card on the turn you built it, and you can play only one per turn.” The whole table now learns the cards while looking at one.
Largest Army waits too. It cannot matter until someone has played Knights, so mention it when someone plays their second.
When a rolling teach is the wrong choice
Holding rules back has a cost when the rule would have changed someone’s earlier moves. Then “I’ll explain later” turns into “you should have done that differently,” which is a lesson in feeling foolish.
The test: would knowing this rule change what a sensible player does before it comes up? If yes, teach it now, however rare or fiddly it is.
Three kinds of rule usually fail the test:
- Scoring that rewards planning from the start. In Ticket to Ride, the longest path bonus is tempting to hold back. But it pays 10 points at the end for the longest continuous line of your trains, and a newcomer who has never heard of it builds scattered routes for an hour. Name it in the win sentence.
- Setup choices. In Catan, the starting settlements shape the whole game. Teach what makes a good spot before anyone places one, not after, or use the rulebook’s fixed starting layout so nobody has to choose blind.
- The end of the game. Say how the game ends before it starts. Nobody should find out on the last turn that it was the last turn.
The same logic catches the gotcha from The One Gotcha. It belongs up front for exactly this reason: Catan’s 7 rule punishes saving cards from the first roll on.
Some games fail the test as a whole. A short game with a strange scoring rule, or a game where hidden information changes every choice, may need a slightly longer teach. That is fine. The rolling teach is a default, not a law. Hold back what you can, and teach up front what changes the first move.
Your drill
Before the next lesson
Pick one game you teach often and list every rule you will hold back. Next to each one, write the moment you will teach it. Then run the test on each: would knowing it change a sensible first move? Move any yes back into the teach.
Self-check
Did it stick?
Answer in your head, then open each answer to check yourself.
Which test tells you a rule must be taught before play starts?
Show answer 1
B. Knowing it would change what a sensible player does before it comes up If a rule changes good play from turn one, holding it back sets the newcomer up to make moves they will regret. Teach it up front.
A newcomer asks about a rare rule before the first move. What is the best response?
Show answer 2
C. Say it comes up later, write it down, and teach it when it happens The question deserves respect, and the answer deserves the right moment. Writing it down is how you keep the promise.
Catan's development cards are a good rolling-teach rule because:
Show answer 3
A. Nobody can use one until they have built one Until someone builds a development card, the details cannot matter to anyone. Name the card in the teach and explain it when the first one is built.
Nice work. That is this lesson's Self-check done.
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Delivery
Next, delivery. The words matter less than you think, and the pace, the pauses, and who you are looking at matter more.
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