Playtest 1 Game Maker’s Notes – “The Sell Me This Challenge”

What questions did your players have?

  • Players were curious about how the “Buy” and “Pass” cards affected scoring in more detail.
  • There were questions about the rules for the special spaces on the game board, especially the “Steal a Card” space.
  • Some players asked if there were more ways to increase the challenge, like adding more complex sales scenarios.
  • A few were unsure about the variety of Object Cards and how some categories might be more challenging than others.

How quickly did they learn to play?

  • Players generally picked up the rules quickly. The main mechanics were easy to grasp, but the sales pitch strategies took a bit of practice.
  • Most players needed just a round or two to get used to the timers and how the Scenario Cards worked.

What kinds of interactions did the players have?

  • Players were very interactive during the sales pitches, offering feedback on what worked or didn’t.
  • There was a lot of friendly banter and joking around during the pitches, especially with creative or exaggerated sales techniques.
  • Players asked each other questions during the pitches, especially when they wanted to test the seller’s adaptability.

What confused players?

  • Some players were confused by the rules around the “Steal a Card” space and how that impacted the game flow.
  • The connection between the Scenario Cards and the Object Cards wasn’t always clear, which led to confusion about how to adapt the pitch.
  • A few players didn’t fully understand how the points worked and how they accumulated over time, especially with different categories being worth different points.

What made players excited?

  • The fast-paced nature of the game, especially with the timer, got players really excited.
  • Creative moments where players had to think outside the box and pitch ordinary objects in ridiculous ways were a highlight.
  • The Mystery Box Challenge variation, where sellers didn’t know what they were selling, generated a lot of excitement and laughs.
  • The “Steal a Card” spaces also kept the game unpredictable and added a fun competitive element.

What did your players enjoy doing?

  • Players enjoyed coming up with funny or exaggerated sales pitches.
  • They liked adapting to different scenarios and trying to convince others to buy something unusual.
  • The feedback phase, where players voted to “Buy” or “Pass,” was a fun way to engage everyone and kept the competitive spirit high.
  • Many enjoyed being the buyer and giving constructive feedback on sales pitches.

Did any aspect of the game frustrate players?

  • The time limits for each sales pitch were frustrating for some players, as they felt rushed.
  • Some players found it difficult to pitch an item when the Scenario Card described a defect or limitation.
  • The “Steal a Card” mechanic felt a bit unfair at times, especially if it interfered with a player’s strategy.
  • The imbalance in Object Cards, with some categories being harder to sell than others, led to frustration.

What is you plan to adress player questions, confusion, and frustration?

  • Clarify rules: I will add more detailed explanations about the “Steal a Card” space and how points accumulate in the next edition of the game.
  • Balance Object Cards: I will work on balancing the categories so that the difficulty of pitching items feels more equal, with more challenging items being worth more points.
  • Adjust time limits: I’ll consider adding optional rule variations for players who want a longer time to pitch, especially for more difficult items.
  • Provide more guidance: I will include a guide for structuring effective sales pitches to help new players get the hang of it faster.

If your players didn’t get your intended message, what will you change?

  • I will add a section in the instruction manual that emphasizes the importance of thinking quickly, being confident, and using humor or emotion in sales pitches.
  • I might include a few examples in the rules to better show how to approach sales scenarios with creative solutions.
  • I will consider adding a “Tips for Sellers” section to help players understand how to make the most of every pitch, no matter the limitations.

4 Replies to “Playtest 1 Game Maker’s Notes – “The Sell Me This Challenge””

  1. This seems like a very well thought-out game already and I would love to playtest it! Good luck on future iterations!

  2. I think that although time limits can be frustrating for the players, I think that it is very important. In the sense that you are timed to make a sales pitch, it’s good to deliver a message quickly.

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