Teaching Novices Board Games.. Properly 27
Thanks to The Games Journal for their new article discussing how to teach board games to those playing them for the first time. The author provides a how-not-to guide from his own experience, citing a friend who "..had to repeatedly refer to [the] rulebook.. [and] conveniently introduced a few rules during the course of the game, usually just as he needed to take advantage of them", then suggests an 'incremental approach' to boardgame teaching, consisting of a basic outline, then more detailed fleshing-out, suggesting: "..most people don't have the patience to hear out or the ability to absorb a detailed, chronological approach from top to bottom." Is there an approach that works for you?
Classic board game rule... (Score:4, Funny)
Sorry, I had to...
Daniel
Re:Classic board game rule... (Score:2, Informative)
The essence of it is simple -- and agree with the article that started this thread: you build up from a coherent subset of the game until you have the whole thing.
In Lasker's example you start out playing two rooks and a king agai
This is so obvious it hurts me to type it (Score:1)
Re:This is so obvious it hurts me to type it (Score:3, Insightful)
Also, there are some games where the rules are horribly incomplete, for example the board game Risk, which (in all the editions I have seen here in the UK) doesn't bother to explain when a player's turn ends. Differnet people use different conventions for when it's the next person's turn, and for the inadequately defined 'reinforcement move at end of turn'.
Player's turn (Score:1)
Re:Player's turn (Score:3, Interesting)
Stopping a player's turn when they either no longer want to attack or have 5 cards seems more balanced (that's the w
Re:This is so obvious it hurts me to type it (Score:3, Insightful)
Well, looking at four random but highly regarded games from my shelves (Age of Steam, Puerto Rico, Amun-Re, and Funkenschlag), the english rules average a bit over eight 8"x11" sides each. This is a bit much for three other players to read in turn before a game when the explanation could be done in parallel.
Some good ideas, but... (Score:2)
A few of us at work (all aged ~30) meet up and play board & card games fairly regularly, we seem to get at least one new game every month, and only replay the good ones.
We've experienced the 'steep learning cu
I just did this last night (Score:3, Interesting)
I've played Cosmic a lot online, but never actually used the board game i owned. However a friend of mine and her boyfriend wanted to play a board game last night, so we pulled
Make sure the goal is clear and obvious (Score:4, Insightful)
The two best examples I know are Go and Chess (I just had this conversation recently after trying to teach my wife Go). Take Chess first. Beginners are taught that the goal of the game is Checkmate. This immediately causes most of them to always go after "Check" thinking that it is "almost there." And if you ever suggest to them a draw, or that they surrender, they think you're nuts. The concept of the game being over before somebody is in checkmate is lost on them. This was clearly shown during that experiment when Kasparov played the world over the net. The expert advisors recommended a draw at a particular move, but the masses said oh hell no, we want to win.
Go has the problem that, for beginners, the ending is very difficult to understand. You are probably NOT going to play until the board is full. THe game ends by mutual agreement. But a beginner doesnt really understand what goes into that agreement. So they insist on playing on.
Re:Make sure the goal is clear and obvious (Score:3, Insightful)
Chess starts with a board populated with pieces; these pieces move certain ways and there is a very small number of first moves. Since the goal is clearer (checkmate) in chess, even the novice has a good chance of starting out alright.
In Go you have a huge board with a lot more possible first moves. If the beginner isn't aware of opening theory there is almost no way to decide where to place the first stone.
That is why starting out
Re:Make sure the goal is clear and obvious (Score:3, Interesting)
I think it's very difficult for a novice to understand that most chess strategy depends on assuming where the other person will be moving on the next move, what you'll be doing, assuming where the person will move, etc.
It's difficult to assume where someone else will move if you can't figure out where to move yourself.
That's why I find chess puzzles so helpful. Teaching chess a few times about two years ago taught me
Don't forget "girlfriend rules" (Score:3, Informative)
slow news day? (Score:2)
With a story like this, I almost mistook it for an SNL skit Delicious Dish [goodeatsfanpage.com]
Re:slow news day? (Score:1)
Well, the other option is to post dupes of selected stories from the past week or month... would you prefer that?
(not that I'm saying the dupes won't happen anyway...)
Re:slow news day? (Score:2)
Re:slow news day? (Score:2)
so, are you ever gonna change this color scheme? make it less....bright?
Getting all stories on the front page (Score:1)
Re:slow news day? (Score:1)
Ordered teaching (Score:2, Informative)
A good example would be learning hiragana. James Heisig's book Remembering the Hiragana does not teach in the alphabetical order but, instead, in an order that more closely matches how a Westerner can most easily remember the characters. Teaching something so that it can be remembered, and focusing on the meaning or technicalities later, prov
Chess (Score:2)