I don't think I've had a single gaming night lately where there isn't some explanation stage to every game, where it is eventually decided that "it will make sense once we start", yet frequently everyone agrees that it will be a lot better next time.
Then you have games like Root where learning about the insanely intricate rule-set and how the different factions interact is almost half the point and fun of playing it, still a process after multiple sessions. I've never played that one, however. Seems too daunting.
The only one I can recall that really would require multiple plays just to learn the rules is this: https://boardgamegeek.com/boardgame/329716/eleven-football-m... which I tried to play through at Essen but it has a crazy number of disconnected rules. I played 40 games at Essen and that was the only one where the number of rules made it unplayable first time round.
For example here's a rule:
* The king must always stay between the guards. If a move would end with the king not between the guards it cannot be performed.
How can you "know" that rule but not "understand" it?
Also: the first sentence says the king must always stay between the guards but the second sentence implies that it doesn't apply while the king is moving. This is contradictory.
How far away from the king can the guards be for him to still count as "between"?
Do diagonal placements count as "between"?
I already don't understand your rule!
Please, here are some materials that explains the differences between knowing and understanding:
- https://philosophy.stackexchange.com/questions/30091/on-the-... - https://www.diffzy.com/article/difference-between-knowing-an... - https://www.geeksforgeeks.org/difference-between-knowledge-a...
> You're making a weirdly pedantic distinction.
> I feel like that's almost all games? Which ones are you thinking of that can't be understood on the first play?
Well, I made that distinction because of the implications of that remark: that rules of a game can be understood by reading them. As you mention in another comment that's not always the case and in my experience that's more often not the case that it is. On a side note, regular players can grok rules faster because mechanics are common to games but it's not how it works for casual players but I can see why it gives the illusion to regular players that rules can be understood just by reading them but they ignore that not only they are reading the rules but they are also seeing the underlying mechanics they are already well aware of.
To go further, knowing the rules, understanding how they work and then seeing patterns in a game session and plan accordingly are three separate things.
> > * The king must always stay between the guards. If a move would end with the king not between the guards it cannot be performed.
> How can you "know" that rule but not "understand" it?
I'd have written it like this * The king must always stay between the guards. Moves that end with the king not between the guards can't be performed.* and argue that's two separate rules. Now, I know these rules but I don't understand why they are necessary and I don't understand how they apply to the game.
But I agree that for the median or even p90 game demoing at Essen, even if there's "a lot" going on, you can get it easily in one game if you have any experience with hobbyist games.
I don't think there's as big of a difference as you're drawing between "knowing the rules" and "knowing the tactics". To take one of Amabel's games as an example, I recall the rules for Aurelian being easy to understand in a literal sense (esp. having played Charlemagne), but I also recall it taking three games before I didn't wipe out disastrously just a few rounds in.
I also think if you rule any of these out you miss a lot of really interesting games.
Look at Root, a very popular game. It has one long manual just for your first play, and then an even longer manual that explains all the rules. They recommend you read that one later.
That said, there are countless games where it's not unusual to budget an hour or more for "the teach". A great one I played recently is "Hegemony": a game that simulates political economy and class struggle, where one player is The State, and the others are economic classes (Working, Middle, Capitalist). Each player has their own rules, mechanics, and goals, each requiring a unique full-sized rules reference.
I tend to treat the first play of every new game as a "sacrificial round": I expect to do poorly, but I'll grok the game by the end. But I've found some need at least two sacrificial rounds: one just to get the mechanics, terms, symbology, and flow; and then another to internalize strategy and actually play well.
So yeah, this is all going to vary based on on one's experience level and definitions. I certainly don't begrudge anyone who doesn't want to spend a whole afternoon basically just to learn a game; as opposed to a game like "Photosynthesis", which might have seem intimidating to an inexperienced player, but after ten minutes they've internalized both the rules and the strategy.