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Author Topic: How to Teach People Dominion & Introduce New Expansions to Them  (Read 16662 times)

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Beyond Awesome

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+13

I used to be a game demo person for Wizards of the Coast. You know, that company that makes Magic: The Gathering. I would go to stores and conventions and teach people how to play all the games they made. I was pretty good actually. I could teach people how to play games quick and get them interested. A lot of my demos turned into sales at conventions while I would see other game demo people struggling to explain the same games to them. Often, I was tasked with teaching the more obscure games because of how good I was at teaching games.

Anyway, what I learned is to keep it simple. Hold back and don't teach everything. This goes for Magic or any other game whether it be a board or card game.

So, for Dominion, the trick is to hold back mechanics. My recommendation is to hold back showing Moat and Witch at first. I would also recommend holding back Gardens since there are the regular VP cards already present. Yes, the first game has Moat in it. I recommend swapping it out.

For game 2, keep 5 cards from the previous game and introduce 5 new cards. Why? The 5 cards are familiar. This makes it quicker to learn the 5 new cards. Whereas is you go with 10 all new cards, it is almost like learning the game all over again. Also, this makes it easier for new players to memorize the 5 cards from the previous game. Essentially, this speeds up the learning curve and makes it both quicker and easier to learn the game.

For game 3, mix things up. If you have been doing engine games, go for a slog. If your first two games lend more big money, try to make it more of an engine thing. Also, game 3 would be a good time to introduce Witch and Moat or Gardens. Or even all 3.

Seaside is a fairly straightforward for the most part. I tend to introduce cards from Seaside and Intrigue at the same time. My recommendation though is not to introduce both the mat cards and durations at the same time. Introduce one new concept at a time.

A couple of months later and many games, introduce Prosperity. Just skip Alchemy for now. Why wait on Prosperity? Because by waiting to show off Colonies and expensive cards, there is more of a WOW factor and that's a good thing. I know you are dying to show off these cards, but be patient. Again, introduce just 5 new cards at a time.

After Prosperity, it is up to you where to go. I would save DA and Alchemy for much later. While Adventures seems very complex, I think the WOW factor of Events may make it worth it to teach it to them before DA. You might want to show off Guilds or Hinterlands first though. When teaching Adventures just remember to hold back. Introduce Events with the new Durations but hold off tokens and Reserve cards for another game. Next game show off the Reserve cards.

Anyway, good luck to you in teaching Dominion. I hope this brief guide proves valuable to those wanting to get people into Dominion or who aren't sure how to go about introducing new expansion to their play group.
« Last Edit: April 07, 2015, 06:16:29 am by Beyond Awesome »
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pedroluchini

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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #1 on: April 07, 2015, 05:12:40 am »
+1

That's some very nice advice! I have a little tutorial that I use to teach the base mechanics to new players, but I never thought about introducing expansions one at a time.

I also like your idea of swapping out Moat in the first game. It may help with making new players feel less dependent on Reactions in the presence of Attacks. Do you have a suggestion for a card to take Moat's place?
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Beyond Awesome

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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #2 on: April 07, 2015, 06:09:38 am »
+1

That's some very nice advice! I have a little tutorial that I use to teach the base mechanics to new players, but I never thought about introducing expansions one at a time.

I also like your idea of swapping out Moat in the first game. It may help with making new players feel less dependent on Reactions in the presence of Attacks. Do you have a suggestion for a card to take Moat's place?

It's up to you, but maybe Library. You can see if anyone sees that it counters Militia.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #3 on: April 07, 2015, 08:15:20 am »
0

Do people really have that much trouble understanding new cards?  I just jumped right in to full random and thought the game was awesome.  In fact, the sheer variety of cards was a huge selling point for me.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #4 on: April 07, 2015, 08:54:14 am »
0

You jumped into full random with all cards at the beginning?
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #5 on: April 07, 2015, 09:04:58 am »
+1

Should you sandbag when playing with new players? I never know if I should play engine or not with newbies because it could be frustrating/boring to them. But if I don't play engine then they won't see why the game is so cool.

Quote
You jumped into full random with all cards at the beginning?
This is a reasonable thing to do for people who are into gaming. I learned playing full random on isotropic versus strangers and many others did too.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #6 on: April 07, 2015, 09:18:08 am »
0

Quote
You jumped into full random with all cards at the beginning?
This is a reasonable thing to do for people who are into gaming. I learned playing full random on isotropic versus strangers and many others did too.
[/quote]

I was wondering how many people have access to all cards before starting to play a game. I mean there are a lot of expansions and it'd suck if you don't like it after all
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #7 on: April 07, 2015, 09:33:57 am »
0

Do people really have that much trouble understanding new cards?  I just jumped right in to full random and thought the game was awesome.  In fact, the sheer variety of cards was a huge selling point for me.

It depends on whether or not they have a background playing similar games. I did introduce someone who played Hearthstone before, and he caught on pretty quick. But most my experience teaching people this game is that you don't want to overwhelm them too fast.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #8 on: April 07, 2015, 09:44:31 am »
0

Should you sandbag when playing with new players? I never know if I should play engine or not with newbies because it could be frustrating/boring to them. But if I don't play engine then they won't see why the game is so cool.

Quote
You jumped into full random with all cards at the beginning?
This is a reasonable thing to do for people who are into gaming. I learned playing full random on isotropic versus strangers and many others did too.
What's great about teaching 2 players the game at a time is that you can let them play each other at the beginning and you just explain the game and answer questions as it progresses. I think you'd want to go easy a bit against casual players at the start, but show more experienced or analytical players the power of engines early on.


I learned the game using the base set, so I didn't start full random. But then I looked up all the cards online (Hinterlands was the newest expansion at the time) and jumped into full random on Isotropic pretty quickly.
« Last Edit: April 07, 2015, 09:46:14 am by markusin »
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #9 on: April 07, 2015, 09:46:56 am »
0

I had a game the other day where I had two players who'd played a couple games, and one completely virgin player (he said he may have played some MTG, but that's it), and I threw in Lighthouse, Crossroads, Border Village, Embassy, Smugglers, Highway, Junk Dealer, Salvager, Cutpurse, and one more that eludes me at the moment.  The virgin was a bit confused for the first half of the game, but seemed to slowly cotton on, and managed to buy a couple Provinces, and he really liked the game.

Smuggle Border Village, gain an Embassy, give everyone a Silver happened a lot.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #10 on: April 07, 2015, 09:47:46 am »
0

Should you sandbag when playing with new players? I never know if I should play engine or not with newbies because it could be frustrating/boring to them. But if I don't play engine then they won't see why the game is so cool.

Quote
You jumped into full random with all cards at the beginning?
This is a reasonable thing to do for people who are into gaming. I learned playing full random on isotropic versus strangers and many others did too.
What's great about teaching 2 players the game at a time is that you can let them play each other at the beginning and you just explain the game and answer questions as it progresses. I think you'd want to go easy a bit against casual players at the start, but show more experienced or analytical players the power of engines early on.


I learned the game using the base set, so I didn't start full random. But then I looked up all the cards online (Hinterlands was the newest expansion at the time) and jumped into full random on Isotropic pretty quickly.

I also learned with the base set and then got Intrigue. After that, I needed to know more about the expansions and discovered iso as well when Hinterlands was out.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #11 on: April 07, 2015, 09:57:59 am »
0

My recommendation is to hold back showing ... Witch at first.
This was probably implied, but I guess you might also want to bend the rules and leave out Curses entirely until the first time people see Witch or something else that would make them relevant.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #12 on: April 07, 2015, 10:09:25 am »
+2

My recommendation is to hold back showing ... Witch at first.
This was probably implied, but I guess you might also want to bend the rules and leave out Curses entirely until the first time people see Witch or something else that would make them relevant.

I don't think it's a good idea to leave out Curses. Leaving out Curses leads to new players playing their first Witch game with nobody experienced around, thinking that they already know the rules so they don't have to read them, and putting the entire Curse pile into the supply in a 2-player game.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #13 on: April 07, 2015, 10:15:20 am »
+4

My recommendation is to hold back showing ... Witch at first.
This was probably implied, but I guess you might also want to bend the rules and leave out Curses entirely until the first time people see Witch or something else that would make them relevant.

I don't think it's a good idea to leave out Curses. Leaving out Curses leads to new players playing their first Witch game with nobody experienced around, thinking that they already know the rules so they don't have to read them, and putting the entire Curse pile into the supply in a 2-player game.

Everyone should experience a 2-player Witch game with 30 Curses at least once in their life.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #14 on: April 07, 2015, 11:51:17 am »
+1

Should you sandbag when playing with new players? I never know if I should play engine or not with newbies because it could be frustrating/boring to them. But if I don't play engine then they won't see why the game is so cool.

I think the type of player who is going to find watching you play a perfect engine the first few games to be really interesting is the same type of player who would have no trouble jumping into full random right off the bat.

I think the biggest problem with going full engine is that many players don't want to sit through each of your turns while you draw your deck. You should be giving people the chance to play the game, not letting them watch you play.

So, if your playing with people who you think need to start with a simpler kingdom, I'd think you'd also want to play "suboptimally."
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #15 on: April 07, 2015, 12:08:04 pm »
0

When I show new players the game, I go turn-by-turn through game mechanics at the beginning to strategy/interaction at the end. I don't often go by any set kingdoms, just look for cards that work with the ABC(D) chain.

I've taught dozens of people to play that PK Cards game I mentioned in the Transmogrify topic; some were MtG veterans (I am not) and some were new to CCG games in general (like I was) and I'm confident in saying that I taught the game better than the designer himself. (First reason- he expected everyone would just "get it" because of his legalistic rules.)

Eg- The game features a player Avatar, Troop(character) cards in four ranks, and two other cards (powers-permanent, and influences-instant) that would alter the way Troops interacted. Well, the first time I taught people the game, I would use only the lowest level troops and nothing else. People caught on much quicker than throwing a full deck in front of them.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #16 on: April 07, 2015, 12:24:20 pm »
0

When I'm playing against people who are slow to pick up, especially on the first game engine, I like to play experimentally in a way I think will keep up with what they are doing. Something like: buy two cellars, two mines, upgrade all your starting copper and buy only provinces. That is more fun for me than buying random cards, and doesn't make my turns last much longer than theirs.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #17 on: April 07, 2015, 12:27:07 pm »
+1

I definitely support playing suboptimally in the presence of new players. In my experience, playing a really fancy engine in order to show off this craaaazy game only generates frustration and impatience.

What do you guys think about giving some strategy advice during the game? I try not to be too overbearing, but if I spot a neat combo on the table I point it out and if I see another player is having AP I ask if I can take a look at his hand and try to give some advice.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #18 on: April 07, 2015, 12:37:48 pm »
0

I definitely support playing suboptimally in the presence of new players. In my experience, playing a really fancy engine in order to show off this craaaazy game only generates frustration and impatience.

What do you guys think about giving some strategy advice during the game? I try not to be too overbearing, but if I spot a neat combo on the table I point it out and if I see another player is having AP I ask if I can take a look at his hand and try to give some advice.
Yeah I like helping out a bit if I notice someone is struggling with a decision. Also I might comment on a neat interaction if it appears during gameplay or comes close to appearing.

I feel there is the question of whether or not to warn players about getting too many terminals, and dead draw in particular. Does seeing the pitfalls of getting too many terminals firsthand enrich the game experience, or is that a phase that's good to skip if possible?
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #19 on: April 07, 2015, 12:42:43 pm »
+1

Does seeing the pitfalls of getting too many terminals firsthand enrich the game experience, or is that a phase that's good to skip if possible?

Keep keep keep keep! If they want to just straight-up be told how to play better, they'll ask. I for one loved going through the Terminal > Village Idiot phase, and I would have been very disappointed if I'd been denied that.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #20 on: April 07, 2015, 12:50:59 pm »
+4

I just always ask people how much strategy advice they want, if any at all.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #21 on: April 07, 2015, 01:02:18 pm »
0

I just always ask people how much strategy advice they want, if any at all.

I think this is a great solution, and I'm kicking myself at how obvious it is and that I've never done it before.


What are people's thoughts about new players using extra buys to buy coppers? That's the number one thing I feel like I can't help but step in and advise them against. When people buy too many terminals, they can easily see the consequences of that decision when they collide. When players never get above 5 dollars, I think it's hard for them to realize that might be because they bought tons of extra copper for no reason. As a result, I end up advising them not to buy those extra coppers, but then I feel guilty because I'm telling them what to do.

Suggestions on how to address this problem?
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #22 on: April 07, 2015, 01:12:57 pm »
+1

I've had mixed success with a number of methods, as it largely depends on the background of the player, but I like teaching it this way.

I start by explaining the fundamental mechanics of the game, with no action cards. Just the Base cards on the table. I "play" a solitaire game while explaining the basic mechanics of each turn. It shows a new player how the most straightforward way to win is to improve your deck economy and get the average output of a turn to equal $8 or more.

Then I add a few action cards, again still just demoing and explaining the game. Smithy gets thrown in, oh look, a single action works great! Then I buy too many of them and show how Actions collide with each other. Add a Village to explain how those work, while also explaining the opportunity cost problem as best I can (that every Village isn't a Silver).

After that, and once everyone understands the flow of the game, I set up the First Game board and play through that with people. It's a fairly even board, and I usually go for the engine because of how hard it is to make the engine more optimal than pure Big Money, particularly in the presence of Militia. That keeps the game closer. I also play with my hand revealed and explain what I'm doing and what choices I'm making.

If people want to play an additional game, I make a Kingdom with Chapel and a Village to demonstrate the power of heavy trashing. This is pretty important to learn early on. If they really want to, Witch will get thrown in too.

As for new expansions, I'll write more words later about that, but basically, add them one at a time, in rough order of complexity, but it's cool to skip right to Prosperity.
« Last Edit: April 07, 2015, 01:18:05 pm by Chris is me »
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #23 on: April 07, 2015, 01:52:25 pm »
+1

When teaching new players, the first thing I do is say this: "The goal of this game, like all games, is to win." (I do that for other games too.)

After that, I explain that it's a game of building your deck, and the goal of the game is to have more victory points than your opponents when the game ends.  I then go through the phases of a turn, just going into the basics of what they are ("In your action phase, you play one action card from your hand and do what it says.").  I explain the game end condition now that they know how the supply works, then explain what action cards do (at least everything that isn't obvious, and if they ask I'll go through all of the kingdom cards and say what they do).  I ask them if they want strategy advice (everybody that I've asked has actually said no surprisingly).

As for kingdoms, I don't care what expansions I choose, I just look through my randomizer deck and choose 10 cards that are simple and show off various simple mechanics (terminal draw, villages, +buy, trashing, oops I just made an engine board).  People don't know the difference between different expansions, as long as you keep cards simple I think it's fine.  Usually after this I'll do a random setup, but getting rid of confusing and/or crazy cards (Governor, Rebuild, Black Market, etc.).
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #24 on: April 07, 2015, 03:36:09 pm »
+4

"The goal of this game, like all games, is to win."

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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #25 on: April 07, 2015, 03:53:18 pm »
+3

A couple of months later and many games, introduce Prosperity. Just skip Alchemy for now. (clip) I would save DA and Alchemy for much later.
I mostly agree with your way of teaching, but at this point I started wondering what the target audience is. I can't comprehend why you would want to hold on interesting parts of the game for months, "many games" and "for much later" for teaching purposes. If someone is not going to grasp the concepts well enough to digest all expansions in roughly 5 games, I wonder whether Dominion (with expansions) is the right game for them. A lot of people will only ever play any single game roughly 1-5 times anyway, so either they will need to grasp the rules by that time or they never will.

I would kind of understand keeping interesting content waiting for future wow occasions, especially if having Dominion as the only form of entertainment on a desert island, but not for teaching purposes. While the latest expansions are a bit complex, anyone who has played Dominion a couple of times (or a lot of board games in general), will have no trouble starting to play with any expansion right away.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #26 on: April 07, 2015, 05:26:37 pm »
0

Also: No matter how tempting it is, do not touch other players' cards; tell them what they need to do and let them do it themselves.

(E.g., "No, that's your discard pile. You don't put the trashed Copper there, it goes in the Trash, which is here. Yes, like that.")
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #27 on: April 07, 2015, 08:18:28 pm »
+3

The way I introduce Dominion is as follows:

Start off by defining the concept of deck building: each player has their own deck, gameplay chiefly consists of adding cards to your deck from the supply. Lay out the basic Treasure and Victory piles.

Introduce Victory cards: you win by having the most points, you score points by having these in your deck at the end of the game.

Introduce turn structure: Action phase ("which I'll come back to later"), Buy phase, Cleanup phase.

Describe buy phase: introduce Treasure cards and their values, play from your hand as many as you like, note supply cards have costs in corner, buy one card costing up to the amount of money you have, bought card goes in "your personal discard pile".

Describe cleanup phase: all cards played and all cards remaining in hand go to discard pile—"note this means you can't save cards you don't use from one turn to the next." Deal five new cards from draw pile.

Play second sample turn of buy and cleanup phases; introduce reshuffling. Point out this means that cards you buy will enter your hand to be used on a future turn after you reshuffle.

Introduce action phase: Play one Action card and do what it says. Use Smithy as simple example, and to demonstrate +Cards.

Use Village to demonstrate and explain +Actions. Use Woodcutter and Market to explain +Buy and +$.

"Action cards can have a variety of different effects." Illustrate discarding with Cellar, illustrate gaining with Workshop, illustrate trashing with Remodel. Point out gaining always goes to your discard pile "unless otherwise instructed"; illustrate with Mine. "Some Action cards have effects that attack other players"; illustrate with Militia. Illustrate and explain Reactions with Moat. Explain each game uses 10 kingdom cards but there are dozens to choose from; these 10 are the recommended set for the first game.

Point out the two key tensions: Victory cards are needed to score points but are dead during the game; Actions have powerful effects but by default can only be played one at a time.

Explain end-game conditions.

…And begin playing!
« Last Edit: April 08, 2015, 12:55:13 pm by AJD »
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Voltaire

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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #28 on: April 07, 2015, 10:23:48 pm »
0

I actually taught Dominion tonight to two new gamers (by which I mean that they're new to most games but not gaming, having played Ticket, Settlers, etc.). Just use "simple" cards at first that show each concept, and you really can't go wrong. Their first game had Oasis and some other cards from later sets, but when they're simpler like that, it doesn't matter. They loved it and asked to play a second time - I had fully intended to simply take them on a tour of "games you should play once," but nope, Dominion worked its magic!

For the second game I asked what they wanted, and they told me to surprise 'em. So out came Witch (their first curser), Duke, Poor House, and other "wait, this game gets weird!" cards. They loved it.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #29 on: April 07, 2015, 10:27:50 pm »
+2

For the second game I asked what they wanted, and they told me to surprise 'em. So out came Witch (their first curser), Duke, Poor House, and other "wait, this game gets weird!" cards. They loved it.

So Ironworks, Great Hall, and Trader were in this kingdom? Did you get to exposit on blue dogs and pink elephants? That's how deep this game is.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #30 on: April 07, 2015, 10:30:26 pm »
0

That sounds like how I learned. Except San Juan was the test game.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #31 on: April 08, 2015, 11:54:06 am »
0

My approach is pretty similar to Chris is Me's approach. I make sure the first game is very basic -- no engine potential at all. Second game I usually set up some engine potential and play the engine.

I introduce the game while running through the first three turns of the game.

Second turn or so I say something like: "I'll buy Smithy, an Action. I could have purchased an Estate since it costs $2 and I can afford it. The Estate is worth one point, which would put me in the lead. Why not get it? Well, you can buy points, but they usually don't let you buy better stuff. Instead you can buy cards that let you buy bigger and better cards, and eventually more points. Notice Province costs $8 but is worth 6 points. I can't ever afford that unless I buy better cards. Dominion is a game of balance; early on you are buying cards that improve your deck or help you see your good cards more often but don't help you get points. Later, you buy points. And having the most points at the end of the game is how you win. The game ends when all of the Provinces are gone, or any three piles are empty."

Beyond this, I do not give strategy advice unless asked.

After the first three turns, I pull out the rest of the kingdom cards or if they are already set up, let my friends read all of the cards and answer questions about what they do. Then we begin the first game. I always go last. It keeps the game quick and allows people to play "for real". Also, I prefer teaching in the context of 3-5 player games. People usually feel like they have a chance even when playing poorly and get to see different people try different things.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #32 on: April 08, 2015, 11:54:12 am »
+1

I got into trouble when I taught my fiancee a few weeks ago. She was about to buy the last Province which would have tied the game, except she was first player. I never mention the tie-break rule until after the first game (because it's usually not close at all), but here it applied! She was not happy to not know about it before hand, so I guess I need to mention that from now on!
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #33 on: April 09, 2015, 10:24:46 am »
+3

So, I introduced Dominion at a board game night yesterday. 4 players including me. One had already played Dominion, but the other two never did, but have played deck builders before (in fact, we had played Legendary just before). The idea was just to teach them the game so that if they were interested, we could all play Dominion for real next time we got together.

Due to their experience with decknbuilders, they were expecting a bit more from the learning experience that just the base cards and a single action card like Smithy. So, we started the game with Smithy, Village, and Market. I chose those cards because they are pure vanilla cards that showcase all the main vanilla effects and how they can influence your turns. They were actually quite disappointed at how useless the Estates were, but it was good to see them catch on to the drawback of green cards almost immediately (in fact they were hesitant to buy Provinces throughout the game, but of course you ultimately need VP to win).

A few turns in, I added Cellar on request to see more cards. A few turns after that, I introduced Militia. The player that had already played Dominion wanted me to show the defense card to Militia, and like a troll I introduced Library based on some of the discussion in this thread. I did add Moat too, but Library is nice because it shows the perils of dead draw by providing a solution to it (there was a lot of dead draw going on in our game). But man, explaining how Library actually works is a pain. It's the most confusing card in the Base set. I eventually added Remodel too (turn those Golds into Provinces?). As the game was coming to a close, I showed Throne Room to satisfy their desire for a wow factor.

We never finished the game, as some players needed leave for home. The game seemed to be well received, especially after showing Throne Room. It was the weirdest and funniest game of Dominion I ever played just because of how I ended up just trickling cards into the game. I wouldn't recommend teaching the game like this to players new to deck building or casual players in general, but that's how it played out for me.
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Polk5440

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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #34 on: April 09, 2015, 11:00:32 am »
0

The player that had already played Dominion wanted me to show the defense card to Militia, and like a troll I introduced Library based on some of the discussion in this thread.

This is so great! I have definitely included Library and not Moat when teaching. I don't like using Moat even when teaching the game. I usually introduce Lighthouse, instead.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #35 on: April 10, 2015, 11:03:20 am »
0

From my experience, it was never really needed to cater the board to the new players. I always simply draw 10 random cards (excluding Torturer and Spy) from 3 sets I won (Base, Prosperity and Intrigue), explain them rules, victory conditions and specifically what each kingdom card does. Only advice I tell them is to watch from 3-pile ending and play accordingly. That's it.

And people respond quite well. Regardless of the board new players were very pleased with the game and eager to explore various strategies and card combos they just discovered. Without every playing on "noob-friendly" board (or however you'd call it), new players invariably had fun with Dominion and asked for at least 1 more game. And cards they always liked playing with the best are ones that offer lots of player interaction. It's very pleasing to new players to hit 3 of their opponents with Witch, Saboteur or Rabble. It was amazing to have them play with Masquerade for a first time and see them mischievously grinning as they pass on Curse and receive Silver in return. And the card we have most fun with was definitely Contraband, and all the guessing which card should one prohibit from buying.

I think this element of exploring new possibilities and ways to play the game is quite important to a new player to actively enjoy from the game. As for myself, whether I learned something simple such as Resistance or something as complex as Terra Mystica or Agricola, independent "diving" into the game without expert guidance was best part of the learning experience. Same applies for Dominion as well.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #36 on: April 10, 2015, 11:07:32 am »
+1

From my experience, it was never really needed to cater the board to the new players. [snip] from 3 sets I won (Base, Prosperity and Intrigue) [snip] independent "diving" into the game without expert guidance was best part of the learning experience. Same applies for Dominion as well.

While I don't disagree with you, I think the sets you own are why you might see a difference here compared to others, or at least me - I also don't try to go too crazy in simplifying things, but putting out Dark Ages (for example) from the start may not be appropriate to some groups.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #37 on: April 10, 2015, 11:57:19 am »
0

While introducing people with the First Game recommended kingdom is probably best pedagogically, I've played it so many damn times that it's just boring to play that kingdom now, so I try to mix it up as much as I think the new player can handle.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #38 on: April 10, 2015, 12:12:58 pm »
0

While introducing people with the First Game recommended kingdom is probably best pedagogically, I've played it so many damn times that it's just boring to play that kingdom now, so I try to mix it up as much as I think the new player can handle.

I modify the first game kingdom in to keep it more interesting when introducing new players. I almost always drop Woodcutter. Village, Smithy, and Workshop stay for their simplicity. Then I vary some of the remaining cards.

Cellar/Warehouse (prefer Warehouse because it is simpler)
Market/Festival
Militia/Cutpurse
Moat/Lighthouse
2 of: Mine/Remodel/Moneylender/Junk Dealer/Upgrade (edit: Trading Post would be another good choice here as werothegreat mentions)
Floating slot: Harem, Explorer, and Hoard are common choices.
« Last Edit: April 10, 2015, 05:21:44 pm by JW »
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werothegreat

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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #39 on: April 10, 2015, 12:39:52 pm »
+1

While introducing people with the First Game recommended kingdom is probably best pedagogically, I've played it so many damn times that it's just boring to play that kingdom now, so I try to mix it up as much as I think the new player can handle.

I modify the first game kingdom in to keep it more interesting when introducing new players. I almost always drop Woodcutter. Village, Smithy, and Workshop stay for their simplicity. Then I vary some of the remaining cards.

Market/Festival
Militia/Cutpurse
Moat/Lighthouse
Cellar/Warehouse
2 of: Mine/Remodel/Moneylender/Junk Dealer/Upgrade

Floating slot: Harem, Explorer, and Hoard are common choices.

My changes are usually:

Cellar -> Warehouse (easier to conceptualize anyway)
Mine -> Trading Post (ditto)
Remodel -> Salvager (ditto)
Militia -> Cutpurse (ditto)

Half the people I teach Militia to: "Wait, so I discard three cards?"

Workshop -> Smugglers (more interesting)

Sometimes I also swap out Market/Smithy for Bazaar/Courtyard, and possibly swap out Village for something else as well.  This has the interesting effect of actually making Woodcutter important in the kingdom as a source of +Buy.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #40 on: April 22, 2015, 10:01:29 pm »
+1

I've been successful doing this:

1- explain the rules
2- play first game kingdom. Use BM+Smithy strategy. Win by a lot
3- explain big money and how it works(worked). Talk through why their strategies did not work
4- play first game kingdom again. A lot will play a variation on big money. You play the optimal engine strategy and win again. By a lot
5- explain what engines are and why it worked. The trashing, gaining, +buys, etc
6- at this point they get very excited to build their own engines
7- play with new set. Include Witch. Learn about curses
8- next game used alt VP
9- now go nuts. On gain. Durations. Colonies. Tokens. Basically fully random.

Key is really the first three games.

Ed
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #41 on: April 22, 2015, 10:11:52 pm »
+5

I've been successful doing this:

1- explain the rules
2- play first game kingdom. Use BM+Smithy strategy. Win by a lot
3- explain big money and how it works(worked). Talk through why their strategies did not work
4- play first game kingdom again. A lot will play a variation on big money. You play the optimal engine strategy and win again. By a lot
5- explain what engines are and why it worked. The trashing, gaining, +buys, etc
6- at this point they get very excited to build their own engines
7- play with new set. Include Witch. Learn about curses
8- next game used alt VP
9- now go nuts. On gain. Durations. Colonies. Tokens. Basically fully random.

Key is really the first three games.

Ed

I would honestly only do this if I were offering a "Dominion 101" college course; if you're just showing this to friends, I think this will just come off as pedantic and condescending.  Most people aren't going to be "wow, you won using just one card?  let's play five more games where you slowly show me the various layers of strategy!"  They're going to think "wow, you won using just one card?  This game is pretty damn shitty.  Let's never play it again."  I have the most success doing the First Game kingdom (or a variant of it) and play it like I would any other board (though maybe going easy on the Attacks).  Seeing me play a ridiculous Village/Smithy/Market/Mine/Remodel engine is much more of a hook than Smithy/BM could ever possibly be.  Most people I show it to are all "wow that's ridiculous let me try that again!"  And then I throw in Moneylender and Throne Room and Witch and let them see just how wacky games of Dominion can be.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #42 on: April 22, 2015, 10:21:19 pm »
0

I've been successful doing this:

1- explain the rules
2- play first game kingdom. Use BM+Smithy strategy. Win by a lot
3- explain big money and how it works(worked). Talk through why their strategies did not work
4- play first game kingdom again. A lot will play a variation on big money. You play the optimal engine strategy and win again. By a lot
5- explain what engines are and why it worked. The trashing, gaining, +buys, etc
6- at this point they get very excited to build their own engines
7- play with new set. Include Witch. Learn about curses
8- next game used alt VP
9- now go nuts. On gain. Durations. Colonies. Tokens. Basically fully random.

Key is really the first three games.

Ed

I would honestly only do this if I were offering a "Dominion 101" college course; if you're just showing this to friends, I think this will just come off as pedantic and condescending.  Most people aren't going to be "wow, you won using just one card?  let's play five more games where you slowly show me the various layers of strategy!"  They're going to think "wow, you won using just one card?  This game is pretty damn shitty.  Let's never play it again."  I have the most success doing the First Game kingdom (or a variant of it) and play it like I would any other board (though maybe going easy on the Attacks).  Seeing me play a ridiculous Village/Smithy/Market/Mine/Remodel engine is much more of a hook than Smithy/BM could ever possibly be.  Most people I show it to are all "wow that's ridiculous let me try that again!"  And then I throw in Moneylender and Throne Room and Witch and let them see just how wacky games of Dominion can be.
I build the first game as we play. Basically going through all those points in one single game.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #43 on: April 22, 2015, 10:25:08 pm »
0

I've been successful doing this:

1- explain the rules
2- play first game kingdom. Use BM+Smithy strategy. Win by a lot
3- explain big money and how it works(worked). Talk through why their strategies did not work
4- play first game kingdom again. A lot will play a variation on big money. You play the optimal engine strategy and win again. By a lot
5- explain what engines are and why it worked. The trashing, gaining, +buys, etc
6- at this point they get very excited to build their own engines
7- play with new set. Include Witch. Learn about curses
8- next game used alt VP
9- now go nuts. On gain. Durations. Colonies. Tokens. Basically fully random.

Key is really the first three games.

Ed

I would honestly only do this if I were offering a "Dominion 101" college course; if you're just showing this to friends, I think this will just come off as pedantic and condescending.  Most people aren't going to be "wow, you won using just one card?  let's play five more games where you slowly show me the various layers of strategy!"  They're going to think "wow, you won using just one card?  This game is pretty damn shitty.  Let's never play it again."  I have the most success doing the First Game kingdom (or a variant of it) and play it like I would any other board (though maybe going easy on the Attacks).  Seeing me play a ridiculous Village/Smithy/Market/Mine/Remodel engine is much more of a hook than Smithy/BM could ever possibly be.  Most people I show it to are all "wow that's ridiculous let me try that again!"  And then I throw in Moneylender and Throne Room and Witch and let them see just how wacky games of Dominion can be.
I build the first game as we play. Basically going through all those points in one single game.

I go through the points as I'm putting out the Actions before we even start playing.  Explain Smithy draws cards, but you can only play one.  How can I play more than one Action?  Well, I can play as many Markets as I like, but still only one Smithy.  But I want to play more than one Smithy!  Well, here's Village... etc.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #44 on: May 03, 2015, 06:22:49 am »
+7

We  introduced Dominion to a friendly couple over the past two weekends. Unfortunately we have the base and intrigue sets only in Norwegian, and my Aussie female friend is not particularly good at the language of the country she's lived in for five years or so. So for the first game I had to remake it into Seaside/Cornucopia/Prosperity equivalents. No cursers, Lighthouse for defence, Rabble for draw and attack, Cutpurse as replacement for Militia, Warehouse for Cellar, Treasury for Market, Bazaar and Workers Village as splitters. In the second game we swapped out the unused Cutpurse for Fortune Teller ("a weak Rabble").

This weekend they came back, and we were six people with kids included, so we split into two groups.

Her husband needed to get effects repeatedly explained through several games, and their daughter was entirely new to it so my dear patient husband took it upon himself to teach them using our norwegian boxes. But the wife was awesome - on her third game (where my son insisted we add Sea Hag) she articulated Hamlet as a 'potential' Workers Village. The fourth game was KC as only splitter and Menagerie for +actions (Smuggling 3 lighthouses? Yes, please.). On her fifth (just me and her in 2p) we had moved on to "I have vault, Bishop and Horse Traders - how to get the most mileage out of my junk".

I may have moved a bit fast introducing Grand Market, Native Village and Bishop all in one go, but as long as she was picking up the concepts fast enough, the next step really is strategy and getting the most out of the cards. She and I have already agreed on meeting again on Tuesday for more playing..  8) I haz a convert.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #45 on: July 29, 2015, 04:45:52 pm »
+2

I've had success recently using Soothsayer as the first game attack. New players like gaining Golds, and the attack hurts less than other cursers because of the bonus card. I've also used Oasis instead of Warehouse to teach people about discarding, as suggested here.

Most recent first game variant was: Courtyard, Workshop, Oasis, Village, Smithy, Remodel, Duke, Festival, Soothsayer, Junk Dealer.

Cutting Moat for Courtyard means that I don't have to explain reactions, and Junk Dealer is an obvious counter to Soothsayer. Duke is a simple alt-VP, but could be easily changed to a different kingdom VP card or treasure.
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Re: How to Teach People Dominion & Introduce New Expansions to Them
« Reply #46 on: July 30, 2015, 12:45:41 pm »
+1

For game 2, keep 5 cards from the previous game and introduce 5 new cards. Why? The 5 cards are familiar. This makes it quicker to learn the 5 new cards. Whereas is you go with 10 all new cards, it is almost like learning the game all over again. Also, this makes it easier for new players to memorize the 5 cards from the previous game. Essentially, this speeds up the learning curve and makes it both quicker and easier to learn the game.

My guests often express discomfort with changing too many cards - they feel like they'd "just started to get the hang of it". I try to swap out 3-4 of the weaker cards with powerful, yet still easy to understand cards. Laboratory and Council Room are my personal faves: people seem to like the interaction Council Room provides, and they can take a shot at Council Room-Militia.

Quote
For game 3, mix things up. If you have been doing engine games, go for a slog. If your first two games lend more big money, try to make it more of an engine thing. Also, game 3 would be a good time to introduce Witch and Moat or Gardens. Or even all 3.
That sounds like good advice. Thanks for the discussion!

Quote from: pubby
should you sandbag?
I *totally* do. Winning is fun, and I want them to have as much fun as possible in the first games. I say, "now for myself, I'm going to try an unusual strategy that might not work. Don't try to follow me, but use your own best judgement." I also try to go for 3-4 player games to start.

Most of my friends are casual gamers who haven't played MTG or anything similar.

I just always ask people how much strategy advice they want, if any at all.
You know, I never thought to ask? That seems pretty obvious now.
« Last Edit: July 30, 2015, 12:55:18 pm by ancientcampus »
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