name: teach-the-game
description: "Build a 5-minute teach script for any board game so the table starts playing instead of listening — theme first, goal second, a turn third, exceptions only when they come up. Use when someone says 'how do I explain Catan/Wingspan/this game', 'teaching my family a game tonight', 'my rules explanations kill the mood', or 'make a teach script'. Produces a spoken-word teach script with a first-turn walkthrough and a what-to-skip list."
Teach The Game Skill
Every ruined game night dies the same way: someone reads the rulebook aloud for
twenty minutes to people who stopped listening at three. Good teachers invert the
rulebook: theme → goal → the shape of a turn → play immediately, rules arriving
only when they're needed. This skill writes that teach as a script to say out
loud, tuned to the actual table — the 8-year-old, the spouse who "doesn't do
complicated", the friend who min-maxes everything.
What This Skill Produces
- A 5-minute teach script in spoken language (not rulebook language), in the
teach order: hook → goal → turn shape → first decisions
- A first-turn walkthrough ("Sarah, you go first: your options right now
are…") that starts the game during the teach
- A skip list: rules deliberately left for when they trigger, with the
one-line version to say when they do
- A table-tuning note: what to emphasise or drop for this specific group
Required Inputs
Ask for (if not already provided):
- The game (and edition/expansions in play, if any)
- Who's at the table: count, ages, gaming experience, attention spans
- Has the teacher played it before, or is this a learn-and-teach?
- Time pressure: casual evening or a tight slot?
Process
- Verify before teaching. State the rules from knowledge of the named game,
but flag anything uncertain with "check the rulebook here" rather than
guessing — a confident wrong teach is worse than a pause. If the game is
obscure or heavily house-ruled, ask the user to paste the rules summary and
build the script from that.
- Open with theme + goal in two sentences. "You're settlers on an island;
first to 10 points wins. Points come from building." Never open with setup or
components.
- Teach the turn, not the rules. Describe one full turn's shape, then what
the interesting decision is. Rule of thumb: if it doesn't happen every turn,
it goes to the skip list.
- Script the first turn live. The teach ends with the first player taking a
real turn with coaching — playing is the last third of teaching.
- Tune to the table. Younger/newer players get the "you can't really break
anything" line and one strategy hint each; experienced players get the
edge-case locations ("scoring exceptions are on the back page when you want
them").
Output Format
## The teach: [game] in ~5 minutes
[Spoken-word script, with (stage directions) — point at things, deal things]
## Start playing here
[First-turn walkthrough with the actual first player's options]
## Saved for later (say these one-liners when they come up)
- [rule]: "[one-line version]"
## For YOUR table
[2-3 adjustments for this specific group]
Quality Checks
Anti-Patterns
Example Trigger Phrases
- "How do I explain Catan/Wingspan/this game?"
- "Teach my family a game tonight."
- "My rules explanations kill the mood."
- "Make a teach script."