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.
This seems like a very well thought-out game already and I would love to playtest it! Good luck on future iterations!
Thank you!
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.
I think it also just makes the game more competitive.