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Print & Play Productions - Prototype Playtesting
Andrew Tullsen
United States
Tigard
Oregon
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Print & Play Productions is currently working on publishing several designs. And that means I need help. YOUR help.


What is this?
Listed below are all the prototypes I am currently working on. If you want to get in on playtesting, post a comment below the game(s) you want.

Also include WHY you want to playtest it, why you think it's a good fit for you/your group, how much playtesting experience you have.

If it is already "full", still sign up. I may need back up playtesters or want to ship out more copies.

I will then choose from among the applicants and send you a geekmail with more instructions.


Who can playtest?
Each game has a required number of players. If the game plays with 4 only, don't sign up if your main gaming group is 3 people. If you don't like the style of play or mechanics (ie, dexterity really isn't your thing) then that's another cue not to sign up. Otherwise than that, it is open to anyone.


What is required if I sign up?
I will ask you to pay for the materials for the game and for shipping. The "price" for the game is way under what the game would actually cost if I was selling it in my store. I also have a "time frame" in which I expect you to play between 2-10 games (depends on the length of the game) and report feedback. This feedback may include reports on sessions, how well it played with x players, feedback on rules ambiguities, graphic design problems, etc.

If you sign up, and then suddenly find you are much too busy or the game really isn't going to work for you, contact me and we can work on shipping it on to someone else.

Print and Play options (I send you the files) might also be an option.


What do I get for all this work?
IF you get the game, report feedback and the feedback is relevant and helpful ("Played it once, liked the game, it was fun" does not count), you will get a copy of the finished product (if/when it does get published), shipped to you on my dime. My hope is that everyone who signs up will get a copy of the game, but sometimes life just gets in the way and you didn't get a chance. That's fine, you can still sign up for other prototype playtesting.

This choice of who does/doesn't get games will be up to me. I will be as fair as possible, and as generous as possible, but I will expect a higher standard of playtesting (than the usual 50/50 response rate of blind playtesting). You will already have paid for the prototype to be shipped to you, so you have an investment in it already. I may give you a 50% off coupon instead of a full copy if I think the feedback merits that.


I don't see anything I want to playtest right now, but I would want to help in the future if a game I like comes up.
Subscribe to this list here: Print & Play Productions - Subscription Thread , and I will post every time a new batch of games goes up.


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1. Board Game: City of Guilds: The Dice Game [Average Rating:6.06 Unranked]
Andrew Tullsen
United States
Tigard
Oregon
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Description:
The Great City of Andalanshar is once again leaderless. In-fighting amongst the members of the Council of Andals has led to a breakdown in the running of the city, and the guilds are once again flexing their muscles, trying to gain power however they can.

Seeing an opportunity to regain the power they once lost, the great families are rallying support to try and win control of the city.

Each player represents the head of one of the great families, traveling around the city to try and influence the populace, whilst bribing the guilds in order to gain their support.

Players roll dice to gain influence and gold, whilst traveling around the city and using their gold to bribe the guilds. The guilds allow them to change the dice they've rolled.

Mechanics: Dice Rolling, Area Control

Players: 2 - 4 (3 and 4 player playtests mostly)

Time: 30 minutes

Requested Plays & End Date (for playtesting): 4-8 plays by end of June

Cost: $8 (no box, includes what you see above)
Shipping: $5 ($10 international)
Print & Play Option: YES
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2. Board Game: Charge at the Alamo [Average Rating:6.39 Unranked]
Andrew Tullsen
United States
Tigard
Oregon
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Description:
A Light wargame based on the Mexican assault of the Alamo.

Units are activated on the basis of Command Rolls. Twenty-nine Mexican units (roughly companies) face ten Texan personnel units and eight artillery markers.

The Alamo complex is represented by walls and buildings of varying strength which can be reduced as a result of attacks. Defenders may be outside or inside certain structures. Mexican formations have stacking limits and may spread from their original appearance area by oblique movement.

Mechanics: Area Movement, Area-Impulse, Secret Unit Deployment

Players: 2

Time: 45-60 minutes

Requested Plays & End Date (for playtesting): 4-8 plays by end of July

Cost: $4 (no box, includes board, mounted counters, rules, aid sheets)
Shipping: $5 ($10 international)
Print & Play Option: YES
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3. Board Game: DarkStar [Average Rating:7.70 Unranked]
Andrew Tullsen
United States
Tigard
Oregon
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Description:
Set thousands of years in the future, DarkStar the boardgame is based on classics such as Dune, Cosmic Encounter, and Diplomacy.

DarkStar plays out something like Chess. Your key pieces are squadrons that you move around the board in stacks. The board itself being gridded into systems (where resources are located) and subsectors (empty space). Squadrons move from square-to-square on the board just like Chess. As the game proceeds, stargates twist space so that squares change their position relative to one another.

Another big difference from Chess is that conflicts are resolved using tactical core cards that will feel to you more like rock-paper-scissors. Unlike Chess, attacking pieces won’t always win. Furthermore you will get free moves and other kinds of special actions through playing Imperial edict cards.

The most destructive force in the game are antimatter missiles. You build missiles in stages on your systems, and launch them during your turn. These missiles are the reason why the goal of the game - collecting up three different deep-defence codes - is so important. Missile detonations destroy everything in a square and even burn up the square itself so that nothing can enter it. Owning three colours of deep-defence codes makes some of your squares immune to antimatter detonations: upsetting the balance of power and giving you a chance to win.

Mechanics: Area Movement, Rock-Paper-Scissors, Variable Player Powers


Players: 4 (yes, exactly 4 people are needed)

Time: 120 minutes

Requested Plays & End Date (for playtesting): 3-5 plays by end of July

Cost: $40 (you sticker the pieces)
The designer is subsidizing the first 5 copies, so $12 for the first 5 playtesters.
Shipping: $12 ($30 international)
Print & Play Option: NO
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4. Board Game: Battle for Glyderion [Average Rating:7.17 Unranked]
Andrew Tullsen
United States
Tigard
Oregon
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Description:
Current Name: Battle On Glyderion

Glyderion is the name of a terraformed moon within our solar system. It was renamed when it was settled by the major nations of the earth as new colonies. Rare resources have been discovered on Glyderion and now a war has broken out between the various factions to gain and control of these resources. Any thought of preserving the colonies are lost amongst the need to have this resource.

Glyderion has an atmosphere to allow aircraft to fly and light infantry to battle without space suits. The Earth nations can send reinforcements to the battle easily although in limited numbers.

Set in the near Future, this game features various factions with units such as artillery, fighters, drones, tanks and bunkers. Draft a small army from your faction's forces, put those discs on the table and flick it out.

Each unit has a base number of "flicks" which can be used to move or attack, and a range at which it can attack at, as well as various powers.

Meant to be fast, easy to pick up, easy to setup and play, and most of all - FUN.

Mechanics: Dexterity, Drafting, Fighting, Asymmetric Armies

Players: 2-4 (right now looking for 2 player playtests)

Time: 20 - 30 minutes

Requested Plays & End Date (for playtesting): 5-10 plays per month (ongoing, I only request you do this for 2 months)

Note - Playtesters who keep on playtesting past the 2 months might secure extra bonuses or games, such as 2 sets for 4 player play - I really want to be rewarding my playtesters.

Cost: $8 (you sticker the pieces) - includes cards, wood discs, sticker sheets for 2 players

Shipping: $6 ($10 international)
Print & Play Option: NO (I want you to test it using the discs I have)
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