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The 3-minute rule for explaining rules is a game changer at my game night

Read on a forum that long rule explanations lose people, so I tried explaining Scythe in under 3 minutes last Thursday and had three new players actually excited instead of checking their phones, anyone else struggle with keeping rule explanations short?
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2 Comments
margaretm23
Oh man, I'm going to push back hard on this. Cutting rules down to 3 minutes sounds like a nightmare to me. Scythe in particular has so many little things like combat cards and encounter tokens that if you skip them you end up with people confused halfway through their first turn. Last time I tried speed-running rules for a game like Terraforming Mars, we spent the whole game with someone asking "wait what does that red icon mean again" every 5 minutes. The real problem isn't length, it's boring delivery. A good 10 minute explanation where you walk through a sample turn and let people ask questions builds way more confidence than rushing. Plus you miss that fun moment where someone discovers a cool rule on their own because you mentioned it briefly in passing.
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willow_morgan
Nah, you're wrong on this one. A 10 minute explanation is exactly the problem, people zone out after 2 minutes no matter how good your delivery is. I've watched friends' eyes glaze over at the 4 minute mark during a "quick sample turn" and they still forget half of it because their brains checked out. Three minutes forces you to cut the noise and only teach what they need to start, not every edge case that might come up in round 6. If they hit a rule they don't know during the game, that's fine, just explain it when it actually matters instead of dumping it all upfront. The discovery moment you're talking about just leads to frustration when someone realizes they've been playing a rule wrong for three turns because you mentioned it in passing.
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