We encourage folks who attend our board game events to share games they know & love … you’ll have a chance to pitch it to the crowd!
Anyone is welcome to pitch a game, the only real requirement our club has is that if you’re going to host & teach a game that you be well-versed in the rules – please avoid narrating out of a rule book to your table β¦ that’s no fun for anyone π
This video by Shut up & Sit Down is one of the best how-to’s on the art of teaching a game, definitely worthy of a watch (20m) if you find yourself often running/teaching games.
When pitching your game
Try your best to include the following details & convey the info relatively quickly:
- How long will it take to learn?
- How long will it take to to play/complete the game?
- Approximate complexity level (eg, Quacks is ~ 2/5; Terra Mystics is 4/5, etc)
- Theme/plot: what are players doing, what’s our primary goal?
- Main mechanics (eg, resource management, worker placement, engine/tableau builder, set collection, etc.)
Again, try your best to keep your game pitch to a minute; few have the patience for a short story π
Warning Signs
Our club prides itself on ensuring that folks end up at games that are commensurate with their skill level – we do our best to avoid throwing new to the hobby guests into the deep end π΅
Ask folks at your table for their experience with modern board games and assess whether they’re really ready for that game of Terra Mystica you’re about to throw down.
When in doubt, ask them to check in with, or better yet introduce them, to one of the EGL showrunners.
Remember – as you’re teaching/playing, look around the table and assess! As table host, your primary goal should be to ensure that everyone at your table is engaged & enjoying themselves β¦ focus around the table first, and on how well you’re doing in the game second π₯ π
Dealing with AP
Analysis Paralysis – a board game bane we all have to deal with! It can be super frustrating to have someone take overlong to take their turn.
Here’s some tips to help nip AP in the bud:
- Screen your players: as noted above, don’t throw new to games guests into the deep end.
- Learning Game: right after the teach, especially for mid-weight & heavier games, state that everyone should consider this session a learning game; don’t overthink your move, let’s keep the game going.
- Lead by example: keep your turns moving, perhaps narrate as you go to help reinforce how the game play, but be brisk π and keep the game moving!





Additional Considerations
- Try to show up early so we can get you a table & you can start setting up
- Most of the things you need to know for the pitch are available on BoardGameGeek: playtime, complexity (i.e., “weight”), game mechanics, etc.
Finally – be bold! Watch the shux video, but remember that teaching board games is a skill like anything else – you’re going to get better at it with practice. You can also learn from watching others teach – our regular hosts can provide great insight, just by watching how they teach games at EGL game nights! π²
Some additional details as generated by GeminAI:
Use the “Goal-First” Flow – a successful rules teach should follow this specific order:
The Core Loop (Your Turn): Explain the turn structure in detail (e.g., “On your turn, you must do A, then you may do B, then you must do C.”). This is the heart of the game.
The Details and Exceptions: Only now do you fill in specific card effects, rules minutiae, and scoring details. Save the complex, fiddly rules for last.
By starting with the goal, players have a reference point for why they are learning all the individual rules that follow.
Walk Through the First Turn Together and/or conduct a “Mock Round”
After the rules explanation but before official play begins, do a collaborative first round:
Hands Open: Have every player take their first turn with their cards/information visible.
Narrate Choices: Ask each player, “Based on what we just learned, what are your options here?” and help them make their first optimal (or at least valid) move.
Anchor the Rules: This live demonstration connects the abstract rules you just taught to the physical components on the table, giving the players confidence before the pressure of a real turn begins.
Integrate Components Visually – “Show, Don’t Just Tell”
Component Presentation: As you explain resource management, hold up the resource tokens. As you explain the action board, point to the key spaces.
Visual Vocabulary: Use consistent language (e.g., always call the red pieces “Workers” or “Meeples,” not “your little guys”).
Board Reference: While explaining the core loop, physically trace a path on the board (e.g., “In the action phase, we come here (point), put down a worker (demonstrate), and get this reward (point to the reward space).”).
Another source to consider:
How to Explain Games: a Guide from a Professional Games Teacher
https://www.reddit.com/r/boardgames/comments/2csl51/how_to_explain_games_a_guide_from_a_professional/