Hollandazed: Thoughts, Ideas, and Miscellany — playtesting
FIFTY-FIFTY (by Tom Russell)
![FIFTY-FIFTY (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/50-50_1024x1024.jpg?v=1578019740)
Most of my games are for two players, and most of those are asymmetric: the Irish Player versus the Viking Player (cf. Kingdom of Dyflin) for example, or Patriot versus Crown (Supply Lines). Because each side has certain advantages and disadvantages - something which doesn't feature in a game with symmetrical player positions - much of the playtesting is preoccupied with ensuring these advantages and disadvantages achieve the proper balance. A conventional and commonplace conception of balance would figure that each side in a given match should have an equal chance of winning assuming players of equal skill. This plays...
FROM THE ARCHIVES: ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)
![FROM THE ARCHIVES: ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/one_stack_sm_1024x1024.jpg?v=1570314394)
Playtest, playtest, playtest. Even folks who only play games, and never make the transition to designing, know that playtesting is an integral - maybe even the integral - part of the process. A common refrain when a game disappoints us is, "Did they even bother to playtest this?" There are various reasons why we playtest. First, to make sure the game works as intended; second, to make sure the game is fun; third, to catch and eliminate ambiguities; fourth, to make sure that there's some decent amount of replayability; fifth, to ensure the game's balance isn't broken. And there is...
ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)
![ONE STACK TO RULE THEM ALL, AND IN THE DARKNESS BIND THEM (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/photo_Adrian_Wiechec_1024x1024.jpg?v=1490065234)
Playtest, playtest, playtest. Even folks who only play games, and never make the transition to designing, know that playtesting is an integral - maybe even the integral - part of the process. A common refrain when a game disappoints us is, "Did they even bother to playtest this?" There are various reasons why we playtest. First, to make sure the game works as intended; second, to make sure the game is fun; third, to catch and eliminate ambiguities; fourth, to make sure that there's some decent amount of replayability; fifth, to ensure the game's balance isn't broken. And there is...