Playtesting will take up the majority of your design cycle, and is easily the most important.
Games that seem amazing in our heads will quickly fall apart once we actually try them on the table. It's no fun getting punched, but you want to get it over with as quickly as you can. The faster you see what works and what doesn't, the faster your game will improve.
There are several types of playtests:
This should be the first type of testing you do. Just you, and the game. If it is a multiplayer game, simply play all the sides. After a while you will cultivate a good ability to use "selective amnesia", where you take each player's position as if you don't know about the plans and hidden information available to the other players.
In any case, the purpose here is not to figure out good strategies for players, or worry that things are balanced. It is simply to test out the flow and mechanics and see if what worked in your head works on the table.
Once your solo tests run smoothly you can ask friends and family to try it out. Again, you're not worrying about balance or strategy. You're trying to see what works and what doesn't, what is confusing, and what takes too long.
Once the game is running smoothly you can start to have it playtested by outside groups. You may be able to arrange for a playtest at your local game store, or there are groups like Unpub and Protospiel that organize playtest events. Our member pages include lists of playtest groups around the world.
Outside playtests tend to give more honest feedback than your friends and family. That is why they are valuable.
In the earlier types of playtests you will typically teach the game, and possibly even play along. However, in the Blind Playtest you give the rules to the players and let them figure it out themselves. This can be done in person or remotely (sending the playtest kit to a group, for example). It is vital to make sure that the rules are easily understood without your intervention.
The designer does not come in the box!
Important: You will constantly looping through these tests. It is not a straight progression. After an issue with an Outside Playtest, you may want to test the changes first with a Solo Playtest, and proceed from there. You will constantly be iterating and reworking systems.
Here are some general guidelines for playtesting:
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