8
Playtest Program
Reduce uncertainty. Do not add volume.
The next work should reduce uncertainty, not add content. Promote a draft to LOCKED only after wording, timing, cost, and interaction checks pass. Separate fun-but-unclear, clear-but-flat, and broken observations.
Priority design queue
- Define Encounter cards E01–E08.
- Audit Conflict 021–032 against Momentum, Crown responses, Open War, and the completed timing glossary.
- Audit Discovery 065–071, Relics 072–078, Majors 079–083, and Flex 084–089 against Realm Seed, Veil, and Breaking Point.
- Hold cards 001–020 for the creator’s Champion and Cohort design pass.
- Build the low-cost Prototype v0.1, achievement sheet, Crown markers, crisis aids, and structured playtest log; run controlled Test A before adding mechanics.
- Preserve every future simulation model, settings file, procedure, and raw output with its summary. Do not publish victory percentages without a recoverable dataset.
- Finalize icons, accessibility/manual UV fallback, Aegis branding, blind rules, and manufacturing specifications only after observed play.
- Grand Reign remains parked until Micro Reign has documented playtest evidence.
Track time to first meaningful decision, rules pauses, unused cards, resource bottlenecks, Chaos, diplomacy, and win-path visibility. Change only one or two variables between sessions. State the test question before setup.