Blind playtesting
A blind playtest is one where a group plays your game using only the written rules, with you either silent in the corner or not in the room at all. No teaching, no clarifying, no "oh, that card actually means..." It is the only way to learn whether your game can survive without you, which is exactly the condition it will live in once it is published. Every copy that ships goes to a table where the designer is not present.
Blind testing is primarily a test of the rulebook rather than the design. By the time a game is ready for blind tests, the mechanics should be stable. What blind tests expose is everything you explain with your hands and voice without realizing it: the setup step that is obvious to you and invisible on paper, the ambiguous card wording, the rule that lives in your head and never made it into the document. Expect the first blind test of any rulebook to be humbling.
To run one, hand over the full prototype and rulebook, ask the group to record where they got stuck, and resist every urge to intervene. If you observe, stay silent and take notes on where they flip back through the rulebook, argue about an interpretation, or play something wrong without noticing. Playing a rule wrong and never noticing is the most valuable find of all, because it means the text reads clean while communicating the wrong game.
You need several blind groups, not one, because any single group's misreading might be idiosyncratic. When two or three independent groups stumble in the same place, the rulebook is at fault, full stop. Publishers weight blind results heavily when evaluating submissions, and a game that blind tests well is dramatically closer to done than one that has only ever been taught in person.
Try this now
Write the one question your next playtest needs to answer. Then write three specific moments you will watch for while people play.
Video tutorials
Everything You Need To Know About Board Game Design
4 amazing (and useful) examples of board game design theory | Geoff Engelstein