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New game prototyped, no one to play it!

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BennyC
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I've been designing a euro-style board game with multiple play methods (competitive, co-op and team) which I have now prototyped (printed a few sheets of card and sticky-taped them together, painstakingly cut out a few hundred playing cards and moulded some really awful looking play pieces from silicon putty).
I'm happy with where I'm at so far, as it was designed from an inspiration I had a while ago which happily translated well into a game. I've played it a few times with 3 groups of people at various stages through the design process, but only once since this prototype was made and the rules defined, with a good review.
My issues are, my partner is very competitive, is new to euro games (but loves catan) but she hates losing, so her review of the game is largely dependent on if she wins. And she's lost interest in it a little after playing it twice through the draft stages which needed a bit of work.
My friends who I play euro games with (the 3 hour plus epics) live interstate, and my other friends who play games are more into party games.

So from here I really need to test the mechanics multiple times, for all of the methods of play and different numbers of players. Anyone have any advice which way I should go? Perhaps make an online playable version and release it for anyone to have a go, including my distant friends? I'm happy to pay but want to make sure it won't be a fruitless endeavour.

Thanks!

BHFuturist
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Humm...

BennyC,

Welcome to the forum!

Getting the rules of the game as clear and concise as you can into a .PDF file that is easy to share is a must! building "print-n-play" files comes next it you can for the type of game it is.

Before you start what we call a "blind" playtest of the game. You should try to "hit up" more of your friends and family and co-workers (if appropriate).

You could search for local game groups and take your prototype to a meeting (but don't jump them with you idea). Play what ever game they have planned but talk to the members before and after their normal meeting about your game.

The main thing you are going to need to "invest" at this point is time. A large part of getting your game "out" is networking. A forum like this is great for that. Sites like board game geek (BGG) will also help.

The hard part (after finding players) is getting useful feedback. A "public" print-n-play or digital version will not always give you the feedback you need. They have your game but you don't always have their feedback.

After some more "local" playtesting (where you are there to help explain the game). I suggest making a post (here and on BGG) that gives just the summery of the game (Theme, components needed, primary mechanics) and ask people to email or Private Message you for a "print-n-play" copy of the game. Try to "nicely request" feedback in exchange for getting the game. Also, you might include a "small" questionnaire.

Questions like:

    How long did it take you to start the first turn?
    How long was your first game?
    Were any rules hard to understand?
    Did you run into anything not covered in the rules?
    IF YES: what was the issue and what did you do to move on?
    Would you buy this game for $X.xx if the components and art were better?
    Favorite part of the game?
    Least favorite part of the game?

But try to not ask too many and leave a "space" for other comments. Also, check out the articles on the board game design lab: (Gabe has compiled a lot of good information into one place)

http://www.boardgamedesignlab.com/playtesting/

I hope this helps in some way.

-Eamon

Rick L
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I've been using Tabletopia

I've been using Tabletopia for an online virtual version of my game. It looks nice and the interface is pretty good. Some things are a bit tedious to do, like drawing a card from someone's hand, (you have to select all cards in your hand & place them on the table, then pick them all up again). It's also helpful for making demo videos - I have some editing to do but hope to be done soon.

Overall, I'd rather play a physical version of a game, but it is still a pretty cool alternative if the physical option isn't available. Oh, and Voice chat or phone calls are much better than text for sure!

BennyC
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Joined: 11/26/2016
Thanks!

Thanks Eamon,

That helps a lot. Funny you mention community groups because that was my next move after posting this. But I do appreciate that I can't insist on playing my game first up - honestly it will be nice to play some new games and dust off the more intensive ones I have that no one has the patience to play with me anymore! So I might take it slow.

Thanks a lot - I hope you'll hear from me soon with the print and play version once I have some good feedback!

Edit - online versions would be good too, thanks Mokheshur!

Masacroso
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The community need from a

The community need from a long time a platform to test games online. I dont know, at today, if a such platform exists, in the sense that it must be a platform easy to pick and use for everybody (there are some platforms but they lack some or other important thing to test a game easily with people).

The best thing I know (but anyway as I said before my information can be outdated) is the tabletop simulator that one can buy in steam.

Gabe
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Masacroso wrote:The community

Masacroso wrote:
The community need from a long time a platform to test games online. I dont know, at today, if a such platform exists, in the sense that it must be a platform easy to pick and use for everybody (there are some platforms but they lack some or other important thing to test a game **easily** with people).

The best thing I know (but anyway as I said before my information can be outdated) is the tabletop simulator that one can buy in steam.

There's a few online playtesting platforms out there. Here's a list:

http://www.boardgamedesignlab.com/playtesting/#online

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