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Introduction

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marcdebacker
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Joined: 02/14/2016

I (62 yo, Flemish Belgian, occasional/social gamer) had some 30 (!) years ago a once-in-a-lifetime idea and designed an economic board-game which was for a few months enthusiastically played on a very basic prototype by family and friends (children, youth and adults). I then had other priorities, took it (literally) to the attic and discovered it again last year.
In between other priorities, I took me one year of de-dusting, testing, refining, re-testing, re-refining, ... I consider it now finalized, error- and bug-free, and ready for play-testing, although there is still a lot of “styling” to do.
Holding (unfortunately now a provisional name as someone published in 1983) is about acquiring worldwide all companies of a holding by means of having luck, taking risks and using clever strategies ... just as in real life.
Sounds boring or déjà-vu? It isn’t. Design, rules, dynamics, vocabulary, game-components are as well unique (I think ...) and innovative as intuitive and familiar. Age 10 to 80; don’t need to be an accountant. Playtime ½ to 2 hours.
Problem: I live in Myanmar (Burma) and therefore cannot simply send a prototype-kit/box to candidate-players. The board, the rules and some other game-components can be printed from a docx or pdf while other components (pawn, money, dice, etc.) can be “borrowed” or slightly adapted from existing games. Our internet connection is too unstable and too slow for a more sophisticated communication than stutter-Skyping.

How does it work for recruiting, supplying to and exchanging with test-players?
Marc

polyobsessive
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Joined: 12/11/2015
Hello!

Hi Marc, welcome to BGDF!

What a lot of people do is to make files available for others to print out so they can play your prototype. Of course, that is asking them to go to some effort on your behalf, so often it is a good idea to help other designers out by testing their games. Actually this is a good idea anyway, as it will help you see interesting things people are doing in games and may help you have new ideas yourself.

Even if people aren't able to print and play your game, experienced designers (and players) can often spot potential issues just from looking at your rules and components, so it's worth sharing anyway.

There is no guarantee that anyone will give you much help initially, but the more you help other people the more likely they are to help you. :)

One comment: "bug-free" and "ready for playtesting" seem to be contradictory. Playtesting is the very best way to find bugs in your game, so once you get more eyes on it you will almost certainly find more that needs fixing!

Congratulations on getting this far, though, and good luck with your next steps.

Rob

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