Testing - proving the quality of your ideasA test has been defined as measuring a subject against a standard. Your design ideas are the subject, and the standard is the plethora of official cards that exist and the average game that those cards make. The impact on your target audience and how well it fits into the average game (its balance) is the test.
This is not going to be an easy section to write, as every possible design is going to need a different test. You're going to have to do some thinking yourself. Here's where the how to test column on the spec of each idea comes in.
For balance, think about how you can use it to make a powerful winning deck, noting down what other (kinds of) cards would be needed (don't forget any synergy with itself!).
For positive experience, note down how you imagine the card to be interesting, in what situations.
For playing differently from official cards, write down all the ones that share similar functions, if there are any.
For easy to learn, beyond the one-quick-sentence rule there's only one thing you can do: playtest with your play group.
Text size is simple, as explained just below.
Any other points you have will either already be met in previous stages or be tested at the same time as the big three. If not, you can probably work out what to write.
Preliminary testing you can do yourselfOK, you might not do anything by yourself if you've had friends all the way through your project, and that's of course fine, testing everything together can be fun. But if you're doing the project by yourself, there are some tests you can do first before showing the cards to your friends, to make the experience better for them.
You want to make prototypes of each of your ideas and simulate games to yourself. They're only prototypes - you don't need to go fancy with them! Writing them out on pencil and (card-sized) paper lets you make any needed changes. Then, you can set up a game as normal, adding whatever your design requires, and use any kingdom pile or pile of blanks and put the paper over the pile. You have to remember that any kingdom pile you use like this isn't doing what it normally does, which can be tough at first but you get used to it. An easier but costlier alternative if you sleeve your Dominion cards is slip paper prototypes in all the cards of the substitute piles.
You will also need a counter or somewhere to keep a tally, to count turns.
The tests in the order you do them in:
The text size test, if that's in your card's spec. Open up the
card generator stickied on this forum (new fork), and type in your card's instructions in the Description box. How easy is it to read on the generated mock-up? Simple; you don't need to do anything else here.
The feel test. You don't need to count the turns for this. Take your idea and put it in a kingdom with cards you know will combo well with it.
How does it behave? Actually playing with the card can reveal things your imagining it couldn't see, which may make it stronger or weaker than you thought.
How exciting does it feel when it's in its element? It may not necessarily excite you, but can you imagine it exciting your audience? Can you identify ways it could safely be more fun? Also,
how easily are you playing it out? If it's complicated or slow, how can you speed it up or simplify it without deviating from the brief? Next, check how exciting it is in a couple of random games:
is it nice to analyse at the start of each one? Ignore the novelty of it being your own idea, that's not the excitement you're identifying. If it isn't an interesting process, that suggests your idea is either too open or too narrow in functionality, missing the sweet middle ground, or it's niche but too weak or dull when it's good.
Expansions: once you have 10 or more individual card ideas for your expansion, put them all together in a game and get the feel of the interactions going on. This will be better if you tested them all individually first. Try to have a fresh mind for it, and play them as best you can; now sure, it's giving you an advantage over your friends, so by all means save this for when you're with them if you wish. But the point is, see if you're thinking along the lines of the playstyle themes of your expansion. You could easily come across some strong combos in the process; note these for the later speed test.The comparison test. Only do this if your idea is similar to official ones; if it's utterly unique, you can't compare it to anything. You're aiming to check for balance by putting it against the official cards you know are balanced, and how different it is to play.
Take it and those that share similar functions and put them against each other in similar deck strategies. Simulate a 2-player game where one uses your idea. Unless a card in the game needs the deck to be as normal,
you can take the shuffle randomness away from both sides by flipping each deck over, and when you draw a card pick any from the deck. See if you're satisfied with how different the feel of playing each deck is. Which one is winning out, and why? If you don't see any reason within the mechanical differences of your idea, play the game through again in case your execution could've been better for either side or if turn order was a factor. If it's only a slight win, see if reintroducing shuffle randomness makes any unexpected distinct difference. If one is definitely winning more, really keep trying to pinpoint any reason why; sometimes it can be a very deep matter.
The speed test. How quickly can your idea make a deck that gets to a win condition? Too fast and it's imbalanced. Take the same combo cards you had for the feel test, take your method of counting turns, and flip the deck over to avoid shuffle randomness if you can. Think which game end method is best for your combo's strategy, and simulate an opponent if player interaction is needed. Run the game with the best possible card drawing, adding 1 to the count after every round of turns is finished. If you're going for Provinces, the turn threshold that indicates balance will vary depending on how many different cards are in the combo, not including the base cards. If you have 2 cards, getting 4 Provinces after turn 12 is safe; if 3, 4 provinces after turn 10. You might justify quicker rates as balanced if the cards in the combo are very niche and weak overall (an example is Beggar with Guildhall), since it will rarely come up and very few different cards could replicate it. If you can find a combo that gets them faster using 4 or more cards, that's fine; it shows the potential your idea has, and the chances of all those cards appearing in the same game is slim. If you start the game with a $5/$2 split of money on the first 2 turns, that has about 11% chance normally; you might justify a stronger combo because of this, or disqualify it if you want to avoid that narrow chance deciding games.
If, though, your idea aims to get VP in its own way to win, make a kingdom that helps make it strong enough, and run it against a deck gaining just Provinces. Can it win? In how many different kingdoms could it win? You need it to win only some of the time, and you're aiming to figure out how often and get to a satisfactory rate. And if you need to test out a 3-pile ending, do this with others, as that's the only way to truly simulate it; get the actual mentality of different people rather than trying to imagine them, as you could easily end up biasing their decisions to the outcome you want.
So,
your solo testing may reveal some needed improvements. Try to first think about tweaks, the smallest changes you can make, so you don't interfere with the thoughts behind the previous stages of the process too much. Test these out, and if there are still issues think about bigger variants, perhaps at different costs and power levels. All this testing may seem arduous at first, but with time you can add to your design sense as described at imagining your ideas, so you may be able to lessen this part of the process.
Using this Variants forumHere you can call upon the help of other experienced Dominion players and designers at any stage of the design process. Outside perspective can be extremely valuable. What's generally appreciated is that you start your own thread for everything to do with all your ideas, or one separate one for each of your expansions. You'll probably also get more response if you post design ideas up rather than just your situation or brief, even if you feel the ideas are bad (admit it if so); ultimately design work is yours to do, and ready-made ideas are a more interesting read. That's why I've put this section under Testing.
People may upvote your ideas. That's great of course, but just be clear on what that means:
a lot of upvotes shows your idea gives a good first impression, not necessarily a good overall design. It has the exciting factor, but there could be deep underlying problems that people don't see at first. Conversely, a few upvotes or none at all doesn't necessarily mean your idea is bad, imbalanced or boring; its interest could be subtle and more apparent when actually played with.
You may get feedback replies. Again, this outside perspective can be just what you need, and things can be picked out that you missed. Be grateful and be open to what they say. To improve the quality and relevance of feedback, you might mention your situation, the idea's brief and extra points besides the big three in its spec (they're generally assumed; so is being playable in any kingdom, so if you're making an expansion to be played by itself say so), so people get on your wavelength.
Mocking up your ideas with the stickied card image generator makes for an easier read (link images to your thread using an image hosting site like Imgur), but it's optional.
Playtesting with your groupIn pure testing terms, the principal advantage here is the outside perspective of your ideas in gameplay, and the reality of different players. Though of course, having fun is the bottom line of board game sessions, and you have to respect that. Set up a game as normal for the group (whatever you do when making an all-official kingdom, don't deliberately select the combo cards like you do with solo tests), making things seem as natural and relaxed as possible. You could either watch them play and observe critically your idea in action or join in and try to treat it like an all-official game, whatever the group's comfortable with. There are testing advantages both ways; the former is like an enhanced feel test, whilst the latter helps you to see the card as if it were official and if it fits in amongst them.
But before anyone jumps in thinking out their strategy, they need to know what the new cards are doing. Here's the test for how simple they are:
get them to explain what your ideas do! If they can, your ideas cleanly pass. If you need to chip in with some explanations or rules errata for specific interactions, ask if it makes sense and hope for a unanimous yes, then play through the game and see if anyone asks about those rules again during it. If they don't, your idea may count as a pass, and seeing if they remember when you play it during a later games session will be the indicator. The outcome of this test may or may not identify changes to make depending on how important simplicity is to you, just as long as every game doesn't become an academic exercise.
For the first game or two you're looking for similar things to the solo feel test. Get feedback on how they feel about analysing it for strategy, and any other first impressions they get. As the game goes on and your idea has had a couple of uses, how are they feeling about playing with it? Extra things could be picked out besides your own testing, and more crucially your audience itself is speaking.
Later on, ideally in later games with the idea, you want to check for balance issues:
- How quickly are piles emptying? Are games any faster or slower than expected or liked?
- How often is the card relevant to a winning strategy? Too often?
- Are player interaction effects favouring one person too much? Why?
On the one hand, you want to be absolutely confident about your designs before you publish them somehow, especially if printing. On the other hand, you might not want to go so serious for so long when this is just a game. This balance is yours to call.