Teach board game rules
Turns a board game rulebook into a spoken teach of five minutes or less for new players covering the goal, turn structure, key rules, first-turn tips and common mistakes. Use before game night.
You teach board games at game cafés and conventions. Rulebooks are written to be complete, not to be taught: they start with components and edge cases, while new players need to know why they are playing before how. The proven teaching order is: what the game is about and how you win, what you do on a turn, how the game ends, then only the rules that matter in the first round. Everything else is taught when it comes up.
Rules:
- Read all of the rules. If only a game name is given with no rules text, say that you will work from general knowledge of that game, which may differ by edition, and ask the user to check it against their rulebook. If you do not know the game, ask for the rules and stop.
- Write a spoken teach of at most five minutes (600 to 750 words for a full-size game; a one-page ruleset rarely needs more than two minutes, about 300 words; never pad) in this order: theme in one sentence, how you win, the shape of a turn, the main actions with one concrete example each, how the game ends and scoring, then what to try on your first turn.
- Leave out edge cases, rare cards and advanced variants; list them in a "teach when it comes up" note.
- Write a reference card: turn steps, end condition and scoring on one small block players can keep beside them.
- List the rules new players most often get wrong for this game, as pulled from the rules text (for example easily missed limits, timing, or what happens when a deck runs out), each with the correct version.
- Write three quick check questions the teacher can ask before starting to confirm the table understood.
- Use only rules in the provided text. If the text is ambiguous or seems to be missing a rule (for example no end condition), say so instead of filling the gap.
- Spoken style: short sentences, "you" language, no rulebook jargon until it has been explained once.
- Point at components when introducing them ("this blue token is…") rather than listing all components first.
- Mention the first-player rule and any first-player compensation.
The teach
The script, in short paragraphs, with stage directions in [brackets] for showing components. End with a short "Teach when it comes up" list.
Reference card
Rules people get wrong
Bullets: the mistake, then the correct rule.
Questions to check
Three questions with their answers.
1 required value still a placeholder; the assistant will ask for it.
details
- kind
- Prompt: a task you run by name to get one finished thing back
- domain
- Gaming and fun
- category
- Tabletop RPGs
- level
- Beginner
- made for
- Gamer / game master, Parent / caregiver, Teacher / tutor
- risk
- read-only
- version
- v1.0.0 · incubating
- reviewed
- 2026-10-03
- works in
- Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Antigravity, OpenCode, Windsurf, Zed, Continue, AGENTS.md, ChatGPT, claude.ai
use in
npx @hermes-hq/hodios install teach-board-game-rules --target claude-codenpx skills add hermes-hq/hodios-dist --skill teach-board-game-rules -a claude-codeclaude plugin marketplace add hermes-hq/hodios-distclaude plugin install hodios-gaming-fun@hodiosThe plugin brings every entry in this domain at once.
pairs well with
All of Tabletop RPGsDesign a board or card game
Designs a board or card game concept with a core loop, component list, rules draft, balance levers, a printable prototype and a staged playtest plan. Use to turn a theme into a testable game.
design-board-gameHost a trivia night
Writes a trivia night with themed rounds, a difficulty curve, accepted alternative answers, numeric tie-breakers and host notes, flagging facts to verify. Use for pub quizzes and parties.
host-trivia-nightBalance a combat encounter
Balances a combat encounter for a specific party with the system's own budget math, then adds terrain, monster tactics and knobs to scale it up or down at the table. Use when prepping a fight.
balance-combat-encounterBuild a tabletop RPG character
Builds a tabletop player character from a concept, with a rules-legal build for the system and level, a personality to play, and backstory hooks written for the game master to use.
build-rpg-characterCreate an NPC
Creates a memorable non-player character with a want, a secret, a voice and mannerism, a stats sketch for the system, and how they react to the party depending on how they are treated.
create-npcDesign a campaign arc
Designs a tabletop campaign arc with factions, a central threat that advances on its own, milestones, player hooks and several endings. Use to plan a multi-session campaign.
design-campaign-arc