HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
TITLE DEED — STRATEGY & SKILL · SPACE 06 PATH 02 OF 03

Euro & Heavy Games, read from the scoring page back.

A three-hour box is not three hours of rules. It is a small engine, one or two converters wide, with a great deal of beautiful furniture arranged around it — and the step up is learning to tell which is which.

WHAT MAKES IT HEAVY
Interlock, not page count
READ THIS FIRST
The scoring page, then setup
YOUR FIRST HEAVY GAME
Finish it badly, on purpose

THE STEP UP

A heavy game is not a long rulebook. It is a short one where every rule is holding hands with three others.

The boxes that frighten people are rarely the ones with the most rules. Wingspan runs four rounds and a page of icons and nobody drowns in it. Agricola runs fourteen rounds and has a reputation, and the difference is not page count — it is interlock. In a heavy euro the thing you take in round two decides which action is still open in round six, which is why reading the book front to back tells you almost nothing about how to play. You close it knowing every rule and no reason for any of them.

So read it in the other order. Find the scoring summary — in most euros it is one page, and increasingly it is printed on a player aid so nobody has to hunt for it mid-game — and read that first. It is not an appendix, it is the brief. Everything the rest of the book describes is a way of getting numbers into one of those boxes, and once you know which boxes exist, forty pages of actions sort themselves into two piles: feeds a box, and does not.

Then find the converter. Every engine in one of these games comes down to something that turns a thing you can get into a thing that scores — a building that eats grain and prints a point, a card that turns two cubes into three, a track that pays out every time it advances. There are usually one or two that matter, and a great deal of handsome furniture arranged around them. The step up is not learning more rules. It is learning to look at a crowded board and see the two gears that are actually in mesh.

A CROWDED BOARD IS MOSTLY TEXTURE — TWO TRACKS ARE MOVING AND ONLY ONE OF THEM IS PAYING
THE SCORING SUMMARY, STOOD UP WHERE EVERYONE CAN SEE IT — THE CHEAPEST THING YOU CAN DO FOR A FIRST HEAVY GAME

How not to drown, in four moments.

BEFORE THE FIRST TURN

Read the scoring summary aloud, then the end trigger, then let somebody teach you setup. Three minutes, in that order. The teach that follows stops being a list of things you may do and becomes a set of routes to a number.

DURING YOUR FIRST GAME

Decide on other people's turns, and when nothing is obvious take the obvious move. Most turns in a heavy game are not decisions at all — you are hunting the three or four that are, and you cannot hunt them while re-reading a card you already understand.

WHEN IT GOES WRONG

It will, somewhere near the middle, and the instinct is to start a second plan. Finish the first one. A plan carried badly to the end shows you the exchange rate you were paying; two half-plans show you nothing except that heavy games are confusing, which you already suspected.

AFTER THE LAST TURN

Ask the winner one question — where did your points come from? You will get the whole game back in a sentence, and it is nearly always a converter you never built. Then play the same box again before you buy another one.

The engine, in mesh.

THE DETAIL

Draw one of these games as a gear train and it stops being complicated. Something you can get feeds a converter; the converter feeds the thing that scores. Position left to right is the order of conversion, and tooth count is the exchange rate — eight teeth on the converter against thirty-two on the score wheel is four converter turns for one turn of the score, and you can count it on the bars underneath. Everything below the second rule is the other half of every heavy board: real parts, drawn to the same scale, turning perfectly well and touching nothing. Which of them are in mesh is different in every box, and finding out is the whole of the skill.

LEFT TO RIGHT · INPUT → CONVERTER → POINTS TOOTH COUNT = THE RATE HARVEST 24 TEETH SCORE WHEEL 32 TEETH THE CONVERTER 8 TEETH THE MESH · 8 : 32 ONE CONVERTER TURN ONE SCORE-WHEEL TURN 1 2 3 4 MESH RATIO 1 : 4 WHOLE TRAIN 24 : 32 = 3 : 4 NOT IN MESH SIDE MARKET THE MAP BONUS TILES 01 THE ONE THAT PAYS Small, dull, and the whole game 02 THE INPUT WHEEL Cubes are not points yet 03 ONE TURN, EIGHT TEETH Four of them move the score once 04 THE PRETTY HALF Turning is not the same as paying
LEFT TO RIGHT · INPUT → CONVERTER → POINTS TOOTH COUNT = THE RATE HARVEST 24 TEETH SCORE WHEEL 32 TEETH THE CONVERTER 8 TEETH THE MESH · 8 : 32 ONE CONVERTER TURN ONE SCORE-WHEEL TURN 1 2 3 4 MESH RATIO 1 : 4 WHOLE TRAIN 24 : 32 = 3 : 4 NOT IN MESH SIDE MARKET THE MAP BONUS TILES
THE MESH
CONVERTER 8 TEETH · SCORE WHEEL 32 · RATIO 1 : 4
THE WHOLE TRAIN
HARVEST 24 · SCORE WHEEL 32 · RATIO 3 : 4
NOT IN MESH
SIDE MARKET · THE MAP · BONUS TILES

The heavy shelf, in five pieces.

5 PIECES · ON THE TABLE

Five pieces queued for this space. The titles are set and the drafts are moving; nothing here is linked until the page exists, because a door onto an empty room costs you a click to find out.

01

How to choose your first heavy euro

Two hours, one obvious engine, and a rulebook you can finish in a sitting. The shape of a good first box, and the three ways a bad one hides.

BY POPPY · 6 MIN

02

How to read a scoring page before you read a single rule

Where the numbers are largest, how many routes there are, and which of them you can safely ignore all game.

BY POPPY · 5 MIN

03

How to find the converter in a game you have never played

One question, asked of every action space on the board: does this turn a thing I can get into a thing that scores?

BY IRIS · 5 MIN

04

How to think on other people’s turns

Analysis paralysis is not slowness, it is doing the work in the wrong window. Where to put the search so nobody notices it.

BY IRIS · 6 MIN

05

How to set a target that is not winning

Run one engine end to end. Ship four times. Score in a category you have never scored in. First games with a job get better faster.

BY POPPY · 4 MIN

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SPACE 06 / 16 · CHAPTER 03 · STRATEGY & SKILL

How To: Board Games REGION 02 · SIXTEEN SPACES · ONE TABLE START HERE GO CHAPTER 01 LEARNING & TEACHING HOW GAMES WORK · TEACH FAST · FIRST GAMES PRICE: 3 PATHS SNACK BREAKWASH YOUR HANDS FIRST CHAPTER 02 GAME NIGHT HOSTING · PARTY GAMES · TWO-PLAYER PRICE: 3 PATHS TIMEOUT RULES ARGUMENTIN PROGRESS DRAW A CARD CHAPTER 03 STRATEGY & SKILL BASICS · EURO & HEAVY · DECK & DICE YOU ARE HERE ROLL AGAIN SHUFFLE NEW GUIDESEVERY WEEK CHAPTER 04 FAMILY & KIDS BY AGE · LEARNING THROUGH PLAY · HOUSE RULES PRICE: 3 PATHS HOUSE RULES IN EFFECT FLIP THE TABLE(DO NOT) SIDE QUEST POPPYWAS HERE CHAPTER 05 COLLECTING & CARE STORAGE · SLEEVES · EDITIONS & KICKSTARTER PRICE: 3 PATHS TRADE ANYONE ANYTHING HOME STRETCHONE MORE TURN
How To: Board Games REGION 02 · SIXTEEN SPACES START HERE GO CH 01 LEARNING 3 PATHS CH 02 GAME NIGHT 3 PATHS TIMEOUT CH 03 STRATEGY SHUFFLE CH 04 FAMILY 3 PATHS SIDE QUEST CH 05 COLLECTING 3 PATHS

Every chapter in this region is a space on this board. This one is 06, and this page is the second of the three paths it prices — the heavy shelf. Strategy & Skill holds the other two, or go back to the board to roll for another chapter.