Making a prototype for publishers

A publisher prototype sits between your ugly playtest copy and a finished product. Publishers repeat constantly that they do not expect final art, and they mean it. They will replace every visual element anyway. What they do expect is a copy that is complete, clearly readable, durable enough to survive shipping and many plays, and playable entirely from the written rules with no help from you.

Completeness matters more than beauty. Every card, token, and board the rules mention must be in the box. Text must be legible, icons must be distinguishable, and components should be practical: sleeved cards or decent card stock, printed boards mounted on something rigid, and standard cubes and meeples where they do the job. Placeholder art and stock icons are fine. What is not fine is a missing reference card or a rulebook that contradicts the components, because the evaluation team plays without you in the room, exactly like a blind playtest.

The rulebook is the most important component in the box. If the publisher's team cannot learn the game from your rules, the evaluation often ends there. Run several blind playtests before you ship, watching groups learn the game from the document alone, and fix everything they stumble on. Include your name and contact information inside the box and on the rulebook, because prototypes get separated from their shipping envelopes.

Plan for multiple copies and assume you may not get them back. If three publishers request the game, you want three copies ready rather than making each publisher wait in line. Print-on-demand services and home printing both work at this stage. Digital prototypes have also become a normal part of the pipeline: many publishers will do a first evaluation over Tabletop Simulator or a similar platform before requesting a physical copy, which saves you shipping costs and turnaround time.

Think this through

  • Who is the specific audience for this decision?

Video tutorials

What game designers should know about copyrights and trademarks | Zachary Strebeck

Board Game Design: Sell Sheets - when and how to use them.

Reference tutorials and tools

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