One decision, tested
Print this worksheet and fill it in by hand with your design decisions and evidence. This page does not save notes. Record them on your printed copy.
Game / version: ____________________________ Test date: ______________
Purpose and incentives
Question explored · player learning · in-game goal: how do they fit together?
One action, resolved
| Situation before the action and permitted choice | Cost, written rule and chosen die result or card (if used) | Situation after the action |
|---|---|---|
Rule reference: ____________________ Tie / unavailable resource: ____________________
Follow one turn
Give a new player the rules and components. Time each stage and record where they ask for help. Compare the observed time with the time available for play.
| Stage / who acts | Rule reference / record to update | Time taken / help needed |
|---|---|---|
Who knows what?
Check that each role receives the information its written rules allow. Keep private instructions and hidden information on separate sheets.
| Information / who may see it | How it reaches that role | When it updates / rule reference |
|---|---|---|
What happens later?
Choose an effect that resolves after the action that caused it. Can players track when it takes effect and whether it has already resolved?
| Trigger / rule reference | Due turn or phase / consequence | Where recorded / completion marker |
|---|---|---|
Optional adviser role (AI seat), played by a person
What can the adviser see, and when is that information updated? What may they recommend or decide? Write what the adviser may do, what it must leave to players, and how it chooses between equally ranked recommendations.
Blind spot: ____________________ Checking cost: ____________________
Keep private instructions on a separate sheet. A person follows this procedure during play.
Test the Rule Book
Ask someone who did not design the game to follow the written rules without the designers explaining them. Where did they need help? Record the observation before interpreting it. Aim for written rules that let new players run the game independently.
Observe choices, then revise
Which legal options did players consider, which did they choose, and what reason did they give? Record their explanation separately from your interpretation.
Change and reason · retest result · remaining limitation.
Optional practice, adapted by Teaching Wargaming from the ten-element framework. Use the sections that fit your test. For related talks, choose a design problem.
Use this worksheet to record and test your ideas. A completed worksheet does not certify a design or establish a real-world finding.