HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
TITLE DEED — STRATEGY & SKILL · SPACE 06 PATH 01 OF 03

Strategy Basics, down to four questions.

Tempo, efficiency, position, information. Every turn you have ever taken was one of those four wearing a costume — and on most turns, only one of them is really being asked.

THE FOUR QUESTIONS
Turns, rate, room, reads
HOW MANY MATTER AT ONCE
One. Find it before you move
WHAT COSTS THE MOST
A turn. You cannot earn it back
ONE POSITION, MID-GAME · THE MENU IN FRONT OF YOU, THE TURNS BEHIND YOU AND THE TRACK THAT WILL END IT

BEFORE ANY OF THE CLEVER PART

Four questions. Most turns only ask one of them loudly.

Strategy sounds like foresight and mostly is not. The people who beat you at your own kitchen table are rarely seeing further ahead than you are — they are asking a shorter question. Everything a board game puts in front of you is one of four decisions: how fast, how cheap, how much room, how much do you know. On any given turn two or three of them are noise. The skill is not answering all four well. It is noticing which one is actually being asked, and then answering that one with a number instead of a feeling.

01

Tempo

Turns are the only thing at this table you cannot make more of. A purchase is never good or bad on its own; it is good or bad in the number of turns left to use it. Work out the turn a thing pays for itself, subtract that from the turn the game ends, and you have the only number that matters. Bought on turn eight of ten, the best engine in the box is a souvenir.

COUNT: TURNS BETWEEN PAYBACK AND THE LAST TURN

02

Efficiency

Every action has a price, and beginners compare totals when the game is scoring rates. Four points for four actions loses, comfortably, to three points for two — and the gap compounds, because the player spending less per turn has spare turns to spend on something else entirely. Do the division before you commit, not while you are tidying the box.

COUNT: POINTS PER ACTION, NOT POINTS

03

Position

Position is what is still available to you when the turn comes back round. The strong seat is not the one that scored this turn; it is the one that still has three moves it would be happy to make after everybody else has taken theirs. In worker placement it is literal — count the spots you actually want, then count how many players act before you do.

COUNT: MOVES YOU WOULD STILL BE HAPPY TO MAKE

04

Information

Information is the part of the game you can name. A sixty-card deck with eighteen cards face up is thirty per cent known, and that is not trivia: it is the difference between hoping and counting. Track what has gone rather than what is left, and watch the player who quietly stopped competing for the obvious points. They are scoring somewhere you have not looked.

COUNT: WHAT HAS GONE, NOT WHAT IS LEFT

Four questions, four different units.

THE DETAIL

A compass rose rather than a radar chart, and the difference is the whole argument. Tempo is counted in turns, position in moves you would actually take, efficiency in points per action, information in per cent of the deck you can name — so there are no rings joining the arms, because a ring would claim that six turns and six open moves are the same distance from the middle. They are not. Read one arm at a time. The four short points between them are the trades: each pair of questions argues with the other, and every hard turn you have ever had was one of those four arguments. The diamonds are one worked turn — turn four of ten, the engine on the table at three actions, or three points you can take right now.

FOUR QUESTIONS · ONE TURN FOUR ARMS · FOUR DIFFERENT UNITS 2468105 TURNS2468102 MOVES YOU WANT0.40.81.21.62.01.5 PER ACTION2040608010030% NAMED TEMPO WHEN DOES IT PAY BACK? GRADUATED IN TURNS OF RETURN POSITION WHAT IS STILL OPEN? GRADUATED IN MOVES YOU WOULD TAKE EFFICIENCY WHAT DOES IT PAY PER ACTION? GRADUATED IN POINTS PER ACTION INFORMATION HOW MUCH CAN YOU NAME? GRADUATED IN PER CENT OF DECK SEEN THIS TURN THE WORKED TURN · TURN 4 OF 10 · BUY THE ENGINE, OR TAKE THE THREE POINTS DIAMONDS ARE THAT TURN’S FOUR COUNTS · NO ARM IS COMPARABLE WITH ANOTHER 01 SPEED BUYS THE SPOT Go first, take the good square 02 THE CHEAP MOVE IS GONE Best rate, worst square left 03 A GOOD RATE, BLIND Cheap now, unknown in three turns 04 WAITING BUYS THE READ Every turn spent is a turn gone

Playing the four, one at a time.

5 PIECES · ON THE TABLE

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

01

How to count the turns you actually have left

The end trigger sets your budget. Everything after that is arithmetic you can do between other people’s turns.

BY POPPY · 5 MIN

02

How to compare two moves in ten seconds

Points per action, not points. The move that scores more is usually the move that quietly costs a whole extra turn.

BY IRIS · 4 MIN

03

How to tell tempo from panic

Rushing is not tempo. Tempo is choosing which turn to spend; panic is spending whichever one is in front of you.

BY POPPY · 6 MIN

04

How to keep your options open without stalling

Room is worth points right up to the turn it stops being worth anything, and the whole trick is knowing where that turn is.

BY IRIS · 5 MIN

05

How to work out what everyone else already knows

Count what has gone rather than what is left, and watch whoever stopped competing for the obvious pile three turns ago.

BY POPPY · 6 MIN

FROM THE CURATOR

I stopped trying to play well. I started answering one question a turn.

For years I played every turn as though all of it mattered equally, which is exhausting and, it turns out, wrong. Now I ask one thing before I touch anything: which of the four is this turn about? Most of the time the answer is obvious and boring — it is a tempo turn, take the fast thing, move on. Two or three times a game it is not obvious, and those are the turns that decide it. Everything I used to call being good at board games was really just spending my attention on the turns that were worth it.

BY POPPY — CLASS: CURATOR · THEPINKPIPER.GG

THE REST OF THIS TRACK

Euro & Heavy Games PATH 02 →Deck & Dice Games PATH 03 →

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SPACE 06 / 16 · CHAPTER 03 · PATH 01 OF 03

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 PATH 01 OF 03 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

CHAPTERS ON THIS BOARD

  • 01LEARNING & TEACHINGHOW GAMES WORK · TEACH FAST · FIRST GAMES
  • 03GAME NIGHTHOSTING · PARTY GAMES · TWO-PLAYER
  • 06STRATEGY & SKILLYOU ARE HERE · PATH 01 · BASICS
  • 09FAMILY & KIDSBY AGE · LEARNING THROUGH PLAY · HOUSE RULES
  • 13COLLECTING & CARESTORAGE · SLEEVES · EDITIONS & KICKSTARTER

Every chapter in this region is a space on this board. Space 06 is Strategy & Skill, and this page is the first of the three paths that run off it. Back to the board to roll for another.