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.
Scanned 9/3/2026
Install to Claude Code
npx -y skills add mohitagw15856/pm-claude-skills --skill teach-the-game --agent claude-codeInstalls into .claude/skills of the current project.
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---
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."
homepage: https://mohitagw15856.github.io/pm-claude-skills/skill/teach-the-game.html
metadata:
{
"openclaw": { "emoji": "🧠" }
}
---
# 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
1. **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.
2. **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.
3. **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.
4. **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.
5. **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
- [ ] Goal stated in the first three sentences of the script
- [ ] The script survives being read aloud in under 5 minutes at talking pace
(~700 words max)
- [ ] Nothing in the skip list is needed to take the first two turns
- [ ] Uncertain rules are flagged for rulebook verification, never bluffed
- [ ] The script asks the teacher to put components in players' hands early —
hands busy, attention held
## Anti-Patterns
- [ ] Do not follow the rulebook's chapter order — it's a reference document,
not a teach
- [ ] Do not front-load exceptions and edge cases; that's what the skip list is for
- [ ] Do not invent or misstate rules for a named game — flag uncertainty; a
table can wait ten seconds for the rulebook, not recover from a wrong teach
- [ ] Do not write a lecture — it's a script with the table participating by
sentence three
- [ ] Do not exceed the table: an 8-year-old at the table changes every sentence
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