Blind playtesting a board game, handing it to someone with no explanation and letting them figure it out, is one of the most valuable things an indie designer can do. It reveals problems with rules clarity and approachability which no amount of guided playtesting will catch, and if you approach it right it's also one of the most effective Kickstarter marketing tools you have available.
This article covers how to approach blind playtesting, who to choose as playtesters, what to look for in feedback, and how to use it to build a genuine Kickstarter audience - based on what I've learned running blind playtests for Station Decimus.
If you'd rather watch see the full video on the topic below.
40 to 1000 is my attempt to document what I'm doing to build a Kickstarter audience and what's working, if you want more detail on the strategy check out the What is 40 to 1000 article.
The email list hasn't grown quite as much as the last episode (59 to 65) but it has crept along. This is expected and the marketing strategy described in that episode should see better returns the longer I'm doing it. Kickstarter has 2 new followers which is nice as I haven't been actively pushing it. I haven't had any convention demos yet but watch this space! YouTube has been the standout this time though growing from 24 subscribers to 38 which hopefully means the content is resonating. Finally Discord has had just the 1 new member.
A final sign the strategy is working is the search.google tool. I mentioned SEO in that previous episode and the search tool gives insights into how often and at what ranking your website is showing up in google search results. It can take a while to build domain authority and become a reliable response in searches but the early indicators are that my site is beginning to show up in people's searches.
One of the key principles from the content strategy was to make sure I'm providing value to people and my articles appearing in people's searches is reinforcing that.
As I mentioned earlier, blind playtesting is an essential part of any board game's design journey. When someone gets a copy of the game to play, whether it's a gift, a purchase or something else, they need to be able to open the box, read a rulebook and get playing. Blind playtesting bridges the gap between having a game that a designer can talk players through and one which is ready for production. It's the act of handing over a near-complete copy of the game and letting the players have at it without the designer explaining everything to them.
I want to make sure every copy of my game, regardless of how many I sell, makes it to the table. A bad first experience with a game or a rulebook can stop it ever getting played - regardless of how good the gameplay is.
There are a whole host of methods for making prototypes of your game (I've gone through some in another article) and all have their pros and cons. An extra consideration for blind playtesting though is that the prototypes are going to need to be at least a little sturdy. They're likely to be carried around to and from playtesters, hopefully played multiple times and you don't want to be having to repair components before you can hand it over to another playtester. Bear in mind though that you don't want to over-invest in these prototypes as they will still be subject to change.
For Station Decimus I used the spray adhesive method I talked about in that article and it seems to work well enough for this. There are 3 copies in rotation at the moment and a list of people waiting to try one so having those quick handovers is key.
While you'll want as many playtesters as you can find if like me you're limited by the number of prototypes you have it's important to think of who to choose. It's usually easy to find other designers to playtest your game, we're generally a friendly bunch, but making sure you have casual gamers and board game enthusiasts is key. Designers are great but in my experience they're great problem solvers and so can easily fill in the gaps you leave in your rules, sometimes without knowing.
So how do you actually find playtesters? Friends and family is the easiest starting point but may not be representative and you may have gotten through them all already in your earlier playtesting. Social media followers can be a great resource for this - strangers are more objective, probably more diverse and more representative of what your actual backer base is like. Finally playtester groups. I'm part of a Playtest UK group and they're incredibly friendly. I'll be taking a few copies with me to the next meeting to ask if anyone wants to give it a go.
Here are the main things I look for when blind playtesting:
Blind playtesting is the best way to make sure your rules are actually understandable to a player who doesn't have anyone there to teach them. This is key to any good game.
It will also give you a great understanding of how approachable the game is. Does it make setup and gameplay look easy? Does it look too complicated and like it'll put people off playing?
How does the game play without someone there to help it along? What's the pacing like? When I playtest in person I'll be setting up between rounds, shuffling and laying out cards as needed and keeping the game moving. How does it work when I'm not there?
Is the game fun? This is always in my mind at any point of game development. Blind playtesting gives you a much wider audience to ask this question to and when it's not in person you'll often get more honest feedback.
It's still early days for me but blind playtesting has provided some invaluable feedback on the game.
Rules layout could be improved to help quick referencing during gameplay
A setup picture would help players get the game going quicker
The components list doesn't directly name the decks which are named in the rules themselves
All three are board game rulebook design issues I wouldn't have discovered any other way and all of them have gone into my list of improvements going forward. Want to see if you agree with the feedback? Grab the free print and play below and find out for yourself.
I've got 3 copies of the game in rotation right now. The game plays up to 6 players, meaning there could be 18 players at any given time. That's 18 people getting first hand experience of my game and potentially being interested. Coupled with the ability to be invested in the games development by providing feedback and you potentially have some of the most likely backers possible. I'm a strong believer in letting the game do the talking as I mentioned in my content strategy article and this does exactly that.
On a practical note I like to leave a note stuck to the inside of the box just to thank the playtesters, list options for providing feedback and letting them know the Kickstarter is coming with an email signup link. There's no obligation but just making sure the people playing know how to back the game if they're interested.
The proof in blind playtesting as a marketing tool is already beginning to come through with Station Decimus. I've had playtesters ask to hold onto the game to get it to the table just once more before handing it back. I've had playtesters explicitly tell me they want to back it too, blind playtesting is making the game better and helping me build an audience.
One tip I learnt by making the mistake myself, set expectations up front. It's OK to ask your playtesters if they'll get a chance to play soon and if not, give your copy to another one. Playtesters might not realise you have limited copies in circulation and want to make sure they're all getting played. If they don't have time to play your game right now they probably won't mind waiting for a later round of playtesting anyway.
I also find it's much harder to get feedback from people when you aren't there. You'll probably get good feedback from some of your playtesters just by virtue of them having to physically hand your game back but you might not hear from all the other players. I try and make it as easy as possible to get feedback and list all the socials and feedback routes players have to get me any insights they have from playing the game.
The first time you hand over a copy of your game for someone to take away and play without you there can be just as nerve-wracking as the first playtest with you there. But it's 100% worth it. The feedback provides insights you won't get any other way and is an essential part of the design process. The feedback blind playtesting produces is more specific, more honest and more useful than almost anything else - and it doubles as the most authentic marketing you can do.
If you'd like to blind playtest Station Decimus and are UK based, please reach out on any of my socials. If you're not based in the UK you can grab a Print and Play copy below.