Short Summary:
The “Sell Me This” Challenge is a fun and fast-paced game designed to test players’ creativity and persuasive skills. Players take turns acting as the seller and the buyer, with the goal of convincing the buyer to purchase an everyday object using their best sales pitch.
Design Process & Thought Process:
- Game Design Document (GDD):Include a concise GDD outlining the game’s core concepts, message/purpose, rules, and mechanics.
Core Concepts:
"Sell Me This Challenge" is a fast-paced, social party game where players take turns acting as the seller and the buyer. The objective is to craft the most convincing sales pitch to persuade a buyer to purchase everyday objects, despite various challenges. Players must adapt to different scenarios, think quickly, and use creativity to sell the product effectively. The game tests players' persuasion skills, creativity, and ability to think on their feet.
Message/Purpose:
Core Message: The game aims to enhance communication and persuasion skills through creative thinking and adaptability. It encourages players to think on their feet and craft engaging, convincing narratives to sell everyday products in a fun and light-hearted setting.
Purpose: "Sell Me This Challenge" is a party game that provides players with an entertaining way to develop their sales and presentation abilities while engaging in a competitive and humorous environment.
Game Rules and Mechanics:
Setup:
Players decide who will be the seller and who will be the buyer. The youngest player starts as the seller, and turns alternate clockwise.
The spinner wheel determines which category the seller will pick their object from (Around the House, In the Classroom, Activities, Clothing).
Gameplay:
Seller’s Turn:
The seller spins the wheel to determine the object category and then draws an object card from that category.
The seller then draws a scenario card which introduces a challenge (e.g., a defect, a limitation, or a unique sales situation) that the seller must work around.
The seller has 2 minutes (or 1 minute for a faster pace) to make their pitch, trying to persuade the buyer(s) to purchase the item.
The seller can use any approach: emphasizing benefits, creative uses, humor, or exaggeration.
Buyer’s Turn:
Buyers decide whether they would purchase the item by placing a “Buy” or “Pass” card face down on the table.
The seller reveals the cards after all buyers have voted. If the majority of buyers vote "Buy", the seller keeps the object card. If the majority votes "Pass", the object card is returned to the deck.
After each round, roles are reversed, and a new seller is chosen.
Victory Conditions:
The game continues until one player collects 7 object cards.
Points are awarded based on the difficulty or value of the object cards, with easier objects worth 1 point and more challenging ones worth up to 3 points.
The player with the most points at the end of the game wins, not just the first player to 7 cards.
Special Spaces (on the Game spinner):
Gray or Black Spaces: Players must follow the instructions, like losing a card or skipping a turn.
Steal a Card: Allows a player to take an object card from another player.
Game Variations:
Mystery Box Challenge: The seller cannot see the object and must sell it based on a brief description.
Time Pressure: Shorten the sales pitch time (1 minute or 30 seconds) for a more intense challenge.
Theme Pitches: The seller must tailor the pitch to a specific audience (e.g., sell the object to a billionaire or a child).
Pitch Continuation: The buyer can ask questions during the pitch, testing how well the seller can adapt.
Target Audience:
"Sell Me This Challenge" is designed for players who enjoy social interaction, humor, and creativity. It’s perfect for parties, family gatherings, or team-building exercises, with a focus on players aged 12 and up. It’s ideal for 2 or more players but can also be played in teams.
Design Notes:
The game should encourage players to think outside the box, using their imagination to create entertaining and persuasive pitches.
The Scenario Cards introduce a layer of challenge that keeps the game unpredictable, requiring players to adapt their strategies on the fly.
Fun and humor are key elements of the game, allowing players to have a good time even when things get a bit over-the-top.
- Iterative Design: Showcase how you iterated on the game design, highlighting the challenges you faced and the decisions you made.
Initial Challenges and Decisions
Challenge 1: Slow Game Play
Issue: The game felt too slow because players took too long with their pitches.
Solution: I added timers—a 1-minute timer for fast rounds and a 2-minute timer for regular rounds. This sped up gameplay and kept things exciting.
Challenge 2: Repetitive Gameplay
Issue: Players were running out of ideas, and pitches started to feel repetitive.
Solution: I introduced Scenario Cards that added challenges to the sales pitch (e.g., a defective product), making the game more creative. I also added a wheel to randomly choose product categories, keeping things fresh.
Challenge 3: Different Skill Levels
Issue: Some players struggled with the game because they had different sales experience levels.
Solution: I made the game team-friendly so experienced players could help beginners. I also focused on fun feedback, where buyers could judge based on creativity and humor, not just persuasion skills.
Challenge 4: Unbalanced Scoring
Issue: Some products were too easy to sell, others too hard, which felt unfair.
Solution: I added a point system, where harder-to-sell items were worth more points. This kept things competitive, giving players a reason to take on more challenging products.
Challenge 5: Lack of Replay Value
Issue: After several rounds, the game started to feel predictable.
Solution: I introduced game variations, like the Mystery Box Challenge (where sellers can’t see the item) and Themed Pitches (e.g., selling to a celebrity). These kept the game interesting each time you played.
Challenge 6: Confusing Rules
Issue: The original rulebook was too complicated.
Solution: I simplified the rules and added a quick-start guide so players could jump right into the game without reading too much.
Final Results:
The game is now fast-paced, fun, and offers endless variety. With the timers, Scenario Cards, and game variations, players stay engaged, and every round feels different. The point system balances competition, and team play helps players of all skill levels enjoy the game. The changes I made improved the overall experience and made the game more fun and accessible for everyone.
- Game Mechanics: Explain the key game mechanics in detail, using diagrams or screenshots, or photos to illustrate them.
Game Mechanics of "Sell Me This Challenge"
1. Roles: Seller & Buyer
Seller: The player who pitches a product to the buyer, trying to convince them to make a purchase.
Buyer: The player who listens to the pitch and decides whether to buy the product or not.
Gameplay Flow:
The seller and buyer roles alternate after each round. The game begins with the youngest player being the seller.
2. Spinning the Wheel
Purpose: The wheel determines which category the seller will draw an object card from.
Categories: Around the House, In the Classroom, Activities, Clothing
Diagram:
Imagine a spinner divided into 4 sections: one for each category. The seller spins the wheel to land on a category. Each category corresponds to a different type of object the seller will try to sell.
3. Drawing an Object Card
After spinning the wheel, the seller draws an Object Card from the deck of the selected category. Each card describes a typical item that could be sold.
Example Object Cards:
Around the House: Vacuum cleaner, blender, etc.
In the Classroom: Whiteboard, desk, etc.
Activities: Tennis racket, kayak, etc.
Clothing: T-shirt, jacket, etc.
4. Scenario Card
After selecting an object, the seller draws a Scenario Card. This card adds a challenge to the sales pitch.
Example: "The product has a defect" or "The buyer is on a very tight budget."
The seller needs to adjust their pitch based on the scenario.
5. Making the Sales Pitch
Objective: The seller has a set time (1 or 2 minutes) to pitch the product, addressing any challenges presented by the Scenario Card.
The seller must use persuasive techniques such as humor, logic, emotion, or exaggeration to make the item appealing.
6. Buyer’s Feedback
After the pitch, the buyer(s) (other players) decide whether they would buy the product or pass on it.
The buyer places either a “Buy” Card or “Pass” Card face down.
Buy: The seller successfully convinced the buyer.
Pass: The seller was not convincing enough.
Example:
Buyer Cards: Each player gets a "Buy" and "Pass" card to show their decision.
7. Scoring & Outcome
Majority Decision: If the majority of buyers choose "Buy," the seller keeps the Object Card as a successful sale.
If most buyers choose "Pass," the object is returned to the deck.
Players earn points based on the difficulty of the object, with harder-to-sell items being worth more points.
Example: An item like a vacuum cleaner might be easier to sell than a kayak, so the kayak could be worth more points.
Points System:
Around the House Cards: 5 points
In the Classroom Cards: 4 points
Activities Cards: 3 points
Clothing Cards: 2 points
8. Role Rotation
After each round, the buyer becomes the seller, and the game continues with a new pitch.
9. Winning the Game
The game ends when a player collects 7 Object Cards, but they don’t automatically win. The winner is the player with the most points based on the value of the items they've sold.
Illustrations of Key Mechanics:
Wheel Spin:
The spinner would have 4 equal sections representing the categories. After spinning, the seller draws an Object Card from the corresponding deck.
Object Card & Scenario Card:
Example: A card showing a vacuum cleaner and a scenario card stating “The vacuum has a broken hose.” The seller must convince the buyer despite the defect.
Timer for Pitches:
A 1-minute or 2-minute timer (e.g., a digital timer or hourglass) to limit the seller's pitch duration.
Feedback Cards:
Each buyer has a “Buy” or “Pass” card to vote on the pitch.
Conclusion:
The core mechanics of "Sell Me This Challenge" revolve around creative pitching, adapting to challenges, and convincing the buyer through quick thinking. Players learn to improvise, get creative with scenarios, and hone their persuasion skills—all while having fun!
- Player Goals: Clearly define the players’ objectives and how they achieve victory.
Player Goals in "Sell Me This Challenge"
Main Objective:
The ultimate goal of "Sell Me This Challenge" is to collect the most points by successfully selling various items, using creative and persuasive sales pitches. Players achieve this by convincing buyers to purchase the items they are selling, despite challenges and scenarios that may arise during the pitch.
How to Achieve Victory:
Make Successful Sales:
The key to achieving victory is convincing the buyer(s) to purchase the object being sold. After each sales pitch, the buyer(s) decide if the pitch was convincing enough using “Buy” or “Pass” cards.
If the majority votes “Buy,” the seller earns the object card and earns points based on the difficulty of the item sold.
Earn Points from Sold Items:
Different items have different point values based on how difficult they are to sell:
Around the House Cards: 5 points each
In the Classroom Cards: 4 points each
Activities Cards: 3 points each
Clothing Cards: 2 points each
The more convincing and creative the pitch, the higher the chances of earning these valuable object cards.
Deal with Scenario Cards:
Each round introduces a Scenario Card that presents a challenge or limitation to the seller. Sellers need to adapt their pitch to address these challenges. For example, the object might be defective, or the buyer may have a limited budget. Overcoming these obstacles with a convincing pitch earns the player the object and points.
Continue to Sell:
Players take turns as the seller and buyer, continuing to pitch and sell items. Every successful sale brings the player closer to accumulating the required 7 Object Cards to end the game. However, collecting 7 cards is not enough to win; players must have the most points to claim victory.
How to Win the Game:
Game Ends: The game ends when a player collects 7 Object Cards.
Final Victory: The player with the most points from successful sales (determined by the difficulty of the items they sold) wins the game.
Summary of Goals:
Sell products by convincing the buyer with a persuasive pitch.
Earn points based on the difficulty of the items sold.
Adapt to challenges introduced by Scenario Cards to make creative and convincing pitches.
Be the first to collect 7 Object Cards and have the highest score based on points to win.
- Gameplay Sequence: Include images or videos demonstrating different stages of gameplay, highlighting key moments and player interactions.
I really didn't take any pictures of this process while it was being played but here are the steps of the game play in detail:
1. Setup Phase:
Description: Players get ready by selecting their roles (Seller and Buyer). The game board, Spinner, and cards are set up. Each player has a set of "Buy" and "Pass" cards.
Key Visual:
Players around the game table, each holding their “Buy” and “Pass” cards.
The spinner wheel placed in the center.
A stack of Object Cards and Scenario Cards to the side of the board.
Player Action: The first player spins the wheel to determine the category for their pitch (e.g., "Around the House," "Clothing," etc.). The seller then draws a Scenario Card.
2. Spinner and Card Drawing:
Description: The player spins the wheel to determine which category they will sell from. After spinning, they draw an Object Card from that category and a Scenario Card that presents a challenge they must incorporate into their sales pitch.
Key Visual:
A spin of the wheel showing categories like "Around the House," "Clothing," etc.
Object Card in hand, with an image of the object (e.g., a broken toaster or a fancy jacket).
A Scenario Card that gives them an obstacle, such as "This toaster has a broken lever," or "This jacket is too large for anyone under 6 feet."
Player Action: The seller reads the card aloud and prepares their pitch, knowing they need to incorporate the challenge into their strategy.
3. The Pitching Phase:
Description: The seller has 1 or 2 minutes to persuade the buyer to "Buy" the item, despite its flaws or challenges. Players use creativity, humor, or logic to present their case.
Key Visual:
A timer on the table, showing 1 minute for a fast-paced pitch or 2 minutes for a standard one.
Seller in action, talking animatedly and possibly holding the object (or miming it).
The buyer listening and reacting, possibly with humorous or exaggerated expressions.
Player Action: The seller uses the time to convince the buyer, while the buyer listens, possibly asking questions or making comments that challenge the seller’s pitch.
4. The Buyer’s Feedback:
Description: After the pitch, the buyer(s) decide whether they are convinced to "Buy" or "Pass" on the item. The seller then flips their feedback cards to see the results.
Key Visual:
Feedback cards in hand (one showing “Buy,” the other showing “Pass”).
A spread of feedback cards on the table, with some players eagerly awaiting the verdict.
Sellers looking anxiously at the results.
Player Action: The buyers reveal their votes, and if the majority vote is “Buy,” the seller keeps the object card. If “Pass,” the card is returned to the deck.
5. Scoring and Rotating Roles:
Description: After each round, players track whether the pitch was successful. The next round begins with new roles, and the spinner determines a new category.
Key Visual:
Object cards collected by the successful seller, stacked on their side of the table.
The spinner again being spun for the next round.
Players swapping roles, with the buyer becoming the seller.
Player Action: The game continues as players rotate between selling and buying, accumulating points for successful pitches.
6. Endgame and Victory:
Description: The game ends when one player collects 7 object cards or when a predetermined number of rounds have been completed. The player with the most successful sales wins.
Key Visual:
A player with 7 object cards, their victory points clearly displayed.
Players celebrating or playfully arguing about who had the best pitch.
Player Action: The final round is completed, and the player with the highest total points (for successful pitches) is declared the winner.
- Game Board & Components: Show good pictures of the game board and components, explaining how they guide or influence player actions.

1. Game Board Overview:
Description: The game board for “Sell Me This Challenge” would likely be designed with a central playing area for object cards, a spinning wheel section, and a scoring track for victory points. The board might also have a section where players place their Buy/Pass cards for easy reference.
Key Sections:
- Central Object Card Decks:
These represent the four categories (Around the House, In the Classroom, Activities, and Clothing) where the seller will draw their items from. The decks are clearly labeled to ensure the seller knows where to draw from when they spin the wheel. - Spinner Wheel Area:
This section would display a large spinner divided into four segments corresponding to each of the categories. The design of the spinner makes it a random element of the game, guiding the sellers to choose items from different categories based on luck.

2. Object Cards (Item Cards):
Description: Each card in the game represents an object that the seller is trying to sell, and the cards would have the following visual cues:
- Category Label: Each card is clearly labeled with its category (Around the House, In the Classroom, Activities, Clothing).
- Visuals of Objects: The object might be represented by a picture or a short description (e.g., “Vacuum Cleaner,” “Tennis Racket”). The card may also show the difficulty rating of the item (e.g., 2 points for Clothing, 5 points for Around the House).
Influence on Gameplay:
Category Impact: Players must adjust their pitch depending on the category they land on. An item from Clothing might require a pitch focused on aesthetics, while an item from Activities might require talking about lifestyle and fun.
Strategic Decisions: The object card influences how the seller approaches their pitch. For example, an item from Around the House (worth more points) might require a more detailed or persuasive pitch.

3. Scenario Cards:
Description: Scenario Cards add a random challenge to the seller’s pitch. They might say things like:
- “The item is broken, but you have to sell it anyway.”
- “The buyer is on a tight budget.”
- “The item is luxury, but you need to convince the buyer it’s worth it.”
Influence on Gameplay:
Influencing Pitch: Players might need to focus on problem-solving or turn negative aspects of an item into positives. For instance, a broken item might require a pitch focused on affordability and how the item can still serve a purpose.
Creativity and Adaptation: These cards challenge the seller to adapt their pitch and get creative. They prevent the game from becoming repetitive and push players to think on their feet.

4. Buy/Pass Cards:
Description: These are cards that the buyers use to show their feedback after the pitch. The buyer will place either a “Buy” or “Pass” card face down on the table. The seller will then flip these over to see the results.
Influence on Gameplay:
Feedback Loop: The feedback from the buyers directly affects the seller’s confidence and the progression of the game. Sellers must be prepared for both outcomes and adapt accordingly.
Buyer Interaction: These cards are central to the interaction between the buyer and seller. They influence the seller’s approach and make players think about persuasion in the moment.

5. The Spinner
Description
The spinner determines which Object Card category the seller will choose from: Around the House, In the Classroom, Activities, or Clothing.
Influence on Gameplay:
Creativity: Sellers must adapt their pitches based on the random category chosen, encouraging creativity and versatility.
Randomization: The spinner adds unpredictability by randomly selecting the object category for each round.
Quick Decisions: Players don’t have to waste time choosing an object category, keeping the game fast-paced.
Rulebook & Playtesting:
- Rulebook Sample: Include a sample of your rulebook, demonstrating your writing and communication skills.
- Playtesting Notes: Share any notes or feedback from playtesting sessions, showcasing your ability to identify and address issues.
Playtest Session 1:
Feedback:
Positive: Players enjoyed the hilarity of pitching random objects, and the spinning wheel added excitement.
Challenge: Some players were unsure how to structure their pitch for unusual or difficult objects. They were unsure if they should focus on creativity or try to be more realistic.
Adjustments:
Guideline Cards: Added quick tips for players on how to pitch creatively (e.g., focus on benefits, humor, exaggeration).
Clarified Instructions: Emphasized that creativity is encouraged, and any pitch style is valid.
Playtest Session 2:
Feedback:
Positive: The game was fun and created a lot of laughs, especially with the unpredictable categories and scenario cards.
Challenge: The 1-minute timer felt too tight for some players, and they wanted more time to finish their pitch.
Adjustments:
Optional Longer Timer: Allowed players to choose between 1 or 2 minutes depending on their preference.
Added "Pitch Helper" Card: Gave players an extra 30 seconds if they needed more time to wrap up their pitch.
Overall Observations:
Strengths: The game encouraged creativity and quick thinking, and players enjoyed the interactive feedback aspect.
Areas for Improvement: Some players struggled with the timing pressure. There’s room to make the game more flexible while keeping it fast-paced.
Next Steps:
Continue testing with both time options to find the right balance.
Focus on refining the scoring system for clearer player feedback.
Explore adding a "Bonus Round" where players pitch in front of a more "challenging" buyer (e.g., a billionaire, a child).
Continue refining balance between fast-paced gameplay and sufficient time for creative thinking.
- Game Reflections: Discuss what you learned from the development process and what you would do differently next time.
What I Learned from the Development Process:
1. Balancing Time Pressure and Creativity:
One of the biggest takeaways from the development process was realizing the balance between time pressure and creative freedom. Initially, the 1-minute timer created a lot of excitement but also caused some frustration, especially for players who felt they didn’t have enough time to make a compelling pitch. After playtesting, I learned that a flexible timer (allowing players to choose between 1 and 2 minutes) worked better in keeping the game fast-paced but also giving enough room for creativity.
2. Importance of Clear Instructions:
I noticed that some players struggled with how to structure their sales pitches, especially with unusual objects. This made me realize how important it is to have clear guidelines on how to approach the pitch. The inclusion of a Pitch Helper Card was a direct result of this observation, and it helped players feel more confident when they were uncertain.
3. Social Interaction is Key:
The game’s success relied heavily on the interactions between players, especially the feedback from the "buyers." I saw that players loved giving each other feedback and the banter during pitches was the most entertaining part. This reinforced the importance of having social engagement as the core of the game.
What I Would Do Differently Next Time:
1. Simplify the Scoring Process:
During playtests, some players had trouble understanding how to judge pitches and how the "Buy" or "Pass" cards worked. Although the game was fun, I would simplify the scoring system in future iterations, possibly by providing a clearer explanation of when to vote "Buy" and "Pass," perhaps using visual examples or icons on the cards.
2. Refine Scenario Cards:
While the scenario cards were a big part of the fun and creativity, some players found them either too difficult or too vague. In future versions, I’d try to fine-tune the scenarios to offer more variety and clarity. This would ensure players always have interesting challenges, but not ones that feel unfair or too obscure.
3. Test Different Player Counts:
Since I mainly playtested with a group of 3 or 4 players, I didn’t get a chance to see how the game played with larger or smaller groups. Next time, I would run tests with a wider range of players (1v1, 2v2, and larger groups) to ensure the game scales well and the experience remains enjoyable no matter how many people are playing.
4. Incorporate More Game Modes:
While the base gameplay is fun, adding more variations (like themed rounds or more intense challenges) would make it even more replayable. I would experiment with introducing "theme" modes where the seller has to pitch based on specific conditions (e.g., selling to a child, selling to a billionaire).
Overall Reflection:
The development process taught me the importance of flexibility in game design, especially when dealing with time pressure and creativity. Feedback from playtests was incredibly valuable, highlighting areas of improvement that made the game more engaging and enjoyable. Moving forward, I would focus on making the game easier to understand and more adaptable to different playstyles, while keeping the core excitement of pitching random objects and hearing wild ideas.