Today, we playtested one of our in-development card games at Chelsea Game Room. We’re still working on the title, but it’s shaping up to be a fun card placement game for two to four players. I officiated a four-player game and explained the rules. The game is meant to be quick, family-friendly, and easy to play, with an average game time of about 10 minutes and accessibility for all ages—perfect for gathering everyone for some light-hearted competition.

n this game, you score points by placing cards of your suit next to each other, but there’s also a memory element that keeps things interesting. I enjoyed watching the different strategies develop as the game went on. Some players took an aggressive approach, trying to block others and prevent them from scoring, while others played passively, focusing on scoring points without interfering with anyone else. The way the game changes based on how people play is fascinating. If everyone plays passively or cooperatively, it tends to end in a tie—but when someone takes a proactive approach, it can really change the outcome.

Right now, I have two versions of the game: a basic one and a more chaotic expansion (which we haven’t tested yet). The extra complexity might not be as fun as I imagine, but we’ll find that out soon enough.

Overall, the playtest went great. The goal of the game was clear, and everyone enjoyed it. We also got some useful feedback, including suggestions for adjusting the endgame. One surprising but welcome idea was to extend the winning condition to the player with the most points after three full games, which adds more excitement and strategy.

Lessons Learned:

  • Player agency is important for keeping the game engaging. Different strategies lead to different experiences, which keeps things fresh.
  • Balancing competitive and cooperative play creates a dynamic game. Players can choose to work together or take a proactive approach to change the game.
  • Extending the winning condition adds a longer-term strategic element, making the game more rewarding for those who enjoy deeper gameplay.

These lessons will guide our next iteration as we refine both the basic version and the expansion.

Posted inGame Design Journal

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