The concentrated play test time meant I had a concentrated time of fun… and frustration. I played games with engaging and unique themes and intriguing and interactive mechanisms. I also spent a lot of time agonizing over rules inconsistencies, confusing components, and even had to put some games aside because they were too difficult to get set up.

While I’m far from a playtesting expert, I’ve certainly learned a lot about it and I thought I’d share some of the “things I think designers should consider with their prototypes” as a blog post. Ultimately, it all boils down to this…