How to run your first playtest

Your first playtest has one job: to show you where the game differs from the game in your head. Keep it small and low-stakes. Two or three patient friends, or even a solo test where you play every seat yourself, is plenty. Tell everyone up front that the game is an early prototype, that it will probably break, and that breaking it is the point. That framing turns awkward moments into useful data instead of embarrassment.

Teach the game briefly and start playing as fast as possible. Do not read rules aloud for twenty minutes. Explain the goal, walk through one example turn, and answer questions as they come up. Keep a notepad next to you and write down every rules question, every moment of confusion, and every time you have to make a ruling on the spot. Those notes are the actual product of the session.

While the game runs, watch behavior more than you listen to words. Where do players hesitate? Which turns take too long? When do people check their phones? Which rule do you have to re-explain three times? Players will politely tell you the game was fun. Their body language during turn four tells you the truth.

It is completely fine, and often correct, to stop mid-game. If the scoring is clearly broken by round three, thank everyone, fix it at the table if you can, or end the session and go revise. A playtest that ends early with a page of notes is a success. Finishing a broken game out of politeness teaches you nothing new after the break is found.

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

Getting the MOST from your playtests

How NOT to design a MODERN board game

Reference tutorials and tools

Try it in Runner

Put this concept into practice. Build your game visually and playtest it in Tabletop Simulator, no code required.

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