| Spread the Word Teaching INWO to new players by Steve Hatherley INWO is without doubt one of the most complex games I've played. It's also sneaky, subtle and downright fun, but unfortunately its sheer complexity can overwhelm new players. Criticisms I've heard are "too complex," "too slow" and "too wordy." Here then is a way of teaching INWO to new players without overwhelming them. It isn't a "learner" set of rules as it assumes that one person already knows how to play. Setup
Turn Sequence The Turn Sequence is largely the same as the regular game, except for the Beginning of the Turn.
Playing the Game Play to 10 groups as normal (don't use the 2-player rules) except:
Notes These rules are designed to ensure that a new player isn't completely swamped with information. For example, the setup means that she only has 5 cards to absorb instead of the usual 10. Similarly, decisions that cannot sensibly be made until you know the game (starting group, your free automatic takeover) are randomized and made simpler. Not allowing plot cards to be bought with actions reduces the information a beginner has to absorb. Remember that you are trying to recruit them into the wonderful world of INWO, not swamp them with cool cards. Secrecy is confusing - ignore it for now. NWOs make too many Power and Resistance changes that make attacks needlessly complicated. Goals are sneaky and unsuitable for beginners. This method retains the flavour of the game and allows its mechanics and terminology to be learned before adding some of the sneakier complications. Having played this version a couple of times you can move on to the full game. (I have found that you can drop the random free automatic takeover almost immediately.) four letters at random - games - tales of terror - freeforms - friends |