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.
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.
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.
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.
