Wednesday, June 25


I've been playtesting like a man possessed over the last few days. Of the 58 submissions I've received, 12 prototypes are in process. Some of the rest I've turned down at one stage or another, others I'm waiting on the rules or a prototype from a designer.

Of those twelve prototypes I've got, I've now played ten of them, with two still to hit the table.

While Mal was here on the weekend, we played seven games of four different prototypes, Codenames: Backyard, Native, Rising (x4) and Carpe Astra. Monday night I went round to Paul's as usual, and as he was expecting a quiet night he asked me to bring some prototypes. We usually play 'real games' at Paul's games nights, so that was quite unusual. We played a couple, one that I'd played a few times solo and then with Mal, one for the first time. First we had a 3-player game of Backyard, followed by a 4-player game of Special, after Vin arrived. Both went down well.

Last night I held another Tuesday night playtesting session at mine. Lisa and Paul G. made it, so we had another opportunity to play a game for at least 3-players. We played four different prototypes, one of which was the first play. Before Paul arrived, Lisa and I played a couple of games of Codename:Rising, she was keen to play it again after the first game (and so was Mal on Sunday) so that's got promise. We were just setting up Codename: Ancient when Paul arrived so we had a 3-player game of that. I really enjoyed this one - expect to hear more on that front! Next up was a 3-player game of Codename: Backyard. We finished off with a quick game of Codename: Match.

Today I'm going round to Paul's again for my weekly Wednesday afternoon playtest. That'll be four playtesting sessions in four days - fantastic! I'm going to take:

  • Ancient - I really enjoyed this 3-player last night, it'll be good to see how it plays with 2;
  • Backyard - I'm enjoying this one too;
  • Rising - A 2-player abstract that Paul's not played yet;
  • Madness - I've only played this solo so far.

and probably Carpe Astra too.

Now that It's Alive! is nearly ready to go to the printers, I can split my time between trying to get distributors and shops to pick up It's Alive!, finishing off the rules for Carpe Astra and getting my submissions tested and evaluated.

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