LUNAVEXORAsk the bench ↗

EXPERIMENT 04 / EXPLAINING A MECHANISM

MAKE THE RULE
SMALL ENOUGH TO SEE.

A useful demonstration shows the action, the change and the handover. Build that sequence before adding exceptions.

A person demonstrating a tabletop track to a learner
01

State the immediate aim

Give the learner a reason for the action. In the placement lab, that might be “gain resources so a later Market visit can score more”. Keep this separate from the final winning condition.

Show the pieces that represent the relevant state. A resource cube and a point marker may look similar, so name their roles explicitly.

02

Perform a complete example

Place one worker, apply its effect and mark the space occupied. Finish every part of the turn before discussing alternative strategies.

Point to what changed. A clear before-and-after view helps someone connect the written rule to the physical board.

03

Invite a different choice

Reset the example and ask the learner to choose another legal space. Describe the consequences without ranking the person’s decision.

If they ask for strategic help, offer one relevant trade-off. A list of every possible future outcome can hide the basic rule you are trying to teach.

04

Add the boundary case

Once the normal turn is clear, show an unavailable space or the end of a round. Explain why the action cannot be taken and what options remain.

Keep the actual rulebook close for a published game. A teaching shorthand should never quietly replace an important rule.

Try the sequence
with a real choice.

Open the placement prototype ↗

The four-round lab is intentionally small enough to explain and reset while you talk.