At the table
Teach a game without losing the table
Build a useful mental picture before introducing exceptions.
Give the destination first
Start with the goal and how the game ends. Explain what a player is trying to make, collect or prevent, then show where those things appear on the table. People remember actions better when they understand what the actions are for. Avoid beginning with a long component inventory unless a piece is needed for the next explanation.
Walk through a complete turn
Use the actual board and a sample hand. Describe the available action, its cost and its result, then show how play passes to the next person. Keep the example ordinary. An unusual combination may be exciting, but it can make a simple turn look much more complicated than it is. Reset the demonstration before the real game starts.
Separate requirements from advice
Say clearly when something is a rule and when it is a suggestion. “You must pay two resources” and “I would save those resources” do different jobs. Offer tactical help when people want it, while leaving their decisions to them. If an experienced player sees a beginner miss something obvious, a neutral reminder of the available information is usually enough.
Handle mistakes consistently
Before starting, agree whether the first few turns allow takebacks. A useful boundary is new information: reversing a move after drawing a hidden card can affect other players. When you discover a missed rule, explain it to everyone and decide how to continue. Do not quietly change your own play while the rest of the group still uses the old interpretation.