this post was submitted on 02 Oct 2023
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I can’t recommend enough to write your own rule summary. Write it once, and reorganize it as much as you can with the goal to teach it in a fluent way. Teaching also means giving few components to players when you explain them, simulate actions physically (When you say I draw a card, you draw a card, When you say I push ressource A token here, you push the token, etc.).
With heavy games, players expect the owner to be a teacher. Not everyone is good at this. The owner role is to ensure peoples don’t spend a bad time with the game. Teaching the rules in a engaging way is part of owner responsibility.
This is how I take it. I have few heavy game but I try to learn rules and learn to teach rules as much as I can so players feel confident after first turn.
Also, it can help if you play the digital version first (official or e.g. on tabletop simulator, when it’s a scripted game). Sometimes the complexity leads to some barriers, that can be navigated easier with some help. Or it can take off some tedious tasks that are error prone.
E.g. I tried playing Gaia Project twice and was overwhelmed. Then we tried the official digital version. It’s still really complex, but the digital version just takes the burden to calculate the exchange table for the ressource types and offers you moves, that you just didn’t see because you miscalculated the costs and also makes sure you pay the right amount.
It doesn’t mean you need to plan less, as you still need to take the ressource cost of your future moves into account, but you don’t need to explain every second time you pay for a move how and why this is valid.