Balantai
Name's Ash... Housewares
Current Playtests:
Simon Belmont Proxy - Playtest 1, Playtest 2
Doctor Who Proxy
Agent J Proxy
Much of this information has been taked directly from C3G's awesome playtesting procedures. They deserve all the credit.
HERE IS AN EMPTY PLAYTESTING FORM TO FILL OUT
HERE IS AN EXAMPLE OF A COMPLETED PLAYTEST FORM
FAQs
Q - What is Play-Testing?
A - Play-Testing is a term used to describe what people do to "test" a new game or game component simply playing the game through a series of prescribed tests to check for brokenness or game compatibility.
Q - Who can Play-Test?
A - Anyone can Play-Test.
Q - How do I know what to play-test?
A - The current list of figures ready to playtest are linked to the top of this post.
Q - How do I play-test?
A - Here is a detailed list on how to play-test each Design type.
The following are the minimum requirements for Playtesting.
Figure Design: 2 Playtesters are required. Each test should be done on a BoV map. Each playtester should complete a Full Feedback Sheet (see link) that includes detailed reports of the following tests: five tests versus heroes of the same or close to the same point cost (can either be one "heavy hitter" or two mid level heroes), one test versus a squad of the same or close to the same point cost, and 2 army tests with the tested Design as part of an army battling another army of the same point cost.
Q - Are there any hints, tips, or guides on how to Play-test?
A - This post can be very helpful in listing a few things that you should look for when Play-testing.
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
- FUN TEST/ Consider whether or not the design was fun to play.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
- HEAVY HITTER TEST/ Play 5 games with the test unit card against a single Hero that will have the same approximate cost as the test unit. If the test unit is 300 points or more, 2 of these tests must be against 2 or more mid-level Heroes that once combined, equal the Hero that you are testing. Some suggestions are, but not limited to, Crixus, Hulk, Krug, Superman, or Darkseid.
- SQUAD TEST/ Play a single game with the test unit card against a squad or squads that will have the same approximate cost as the test unit. Some suggestions are, but not limited to, Stingers, 4th Mass., Knights of Weston, or Kyrie Sentinels.
- ARMY TEST X2/ Create a competitive army using the test unit as a base, and then play a single game with the test unit in a competitive army against another competitive. Both armies should have the same approximate point cost, 600 is a great competitive point range. A suggestion is, but not limited to, Superman and Batman (600 points).
Be sure to run this test twice, using different armies in each game.
Q - How do I document my play-test results?
A - Here is a LINK to a download. This download is a form that should be filled out when playtesting units.
Q - Where do I post my Feedback Form when I have completed it?
A - Post your results in this thread.
Q - Do I need to use Order Markers and other conventions of the game (like initiative rolls) when I do Heavy Hitter and Squad tests?
A - You need to play both the Heavy Hitters and Squad tests like a normal game. Meaning, you don't just roll for initial initiative and then just go back and forth alternating turn. You use OM's like normal. So if the tested unit had the last turn in one round, if he wins initiative, he can have first turn in next round.
Q - How in depth should my feedback be?
A -
Q - Is it possible to play-test on my own without an opponent?
A - Yes. See below.
Feel free to ask any questions on Playtesting, as we will be dealing specifically with the ins and outs of Play-testing here.
Again, I want to thank C3G for putting together this comprehensive and easy to use Play-Testing turtorial. You can find a list of all of their figures here.
Simon Belmont Proxy - Playtest 1, Playtest 2
Doctor Who Proxy
Agent J Proxy
Much of this information has been taked directly from C3G's awesome playtesting procedures. They deserve all the credit.
HERE IS AN EMPTY PLAYTESTING FORM TO FILL OUT
HERE IS AN EXAMPLE OF A COMPLETED PLAYTEST FORM
FAQs
Q - What is Play-Testing?
A - Play-Testing is a term used to describe what people do to "test" a new game or game component simply playing the game through a series of prescribed tests to check for brokenness or game compatibility.
Q - Who can Play-Test?
A - Anyone can Play-Test.
Q - How do I know what to play-test?
A - The current list of figures ready to playtest are linked to the top of this post.
Q - How do I play-test?
A - Here is a detailed list on how to play-test each Design type.
Spoiler Alert!
The following are the minimum requirements for Playtesting.
Figure Design: 2 Playtesters are required. Each test should be done on a BoV map. Each playtester should complete a Full Feedback Sheet (see link) that includes detailed reports of the following tests: five tests versus heroes of the same or close to the same point cost (can either be one "heavy hitter" or two mid level heroes), one test versus a squad of the same or close to the same point cost, and 2 army tests with the tested Design as part of an army battling another army of the same point cost.
Q - Are there any hints, tips, or guides on how to Play-test?
A - This post can be very helpful in listing a few things that you should look for when Play-testing.
Spoiler Alert!
CHECK LIST FOR FIGURE UNITS
- THEME TEST/ Check to see if there are any powers or stats on the test unit card that does not accurately reflect the theme or likeness of what the character would and could do. Also consider destructible objects, and whether or not this characters powers should affect them.
- MIRROR TEST/ Check to see if the unit were played against itself, if there would be any loops that would upset the balance of the Game.
- BONDING TEST/ Compare the unit card with all possible currently existing Bonding abilities to make sure there are no continual Bonding possibilities that do not stop appropriately or do not stop at all. This is to prevent loops in Bonding.
- SYNERGIES TEST/ Compare the unit card with all possible currently existing synergies to make sure there are no factors that could break the game by making any unit to powerful or too weak.
- POWER CHECK/ Consider the test unit and all existing units and all glyphs to compare to and check for any powers that could be over amplified and break the game. Each power must define when it takes place, who or what it affects, and What are the stipulations on the power if there are any.
- FUN TEST/ Consider whether or not the design was fun to play.
- FUN COMPETITIVE TEST/ Consider whether or not the design was fun to play against.
- DRAFTING TEST/ Consider whether or not this design is worth drafting.
- USAGE TEST/ Consider whether or not all of the powers on this card were used or at least usable.
- STRATEGY TEST/ Consider whether or not the design offers any real strategy or interesting tactics to the overall game.
PLAY TEST LIST FOR FIGURE UNITS
When play testing, each separate section below must be done individually and played on any BoV map of your choice. If the test unit has a power or powers that are specific to Lava terrain, you must test play on this map, Fire Isiles, per section. If the test unit has a power or powers that are specific to Tundra terrain, you must test play on this map, Arctic Divide, per section.
Do not use any other Heroes of Fiction customs that have not been finalized when playtesting, you may only use Official Heroscape cards to test against the single unit you are working on. Do not use any glyphs when play testing.
- HEAVY HITTER TEST/ Play 5 games with the test unit card against a single Hero that will have the same approximate cost as the test unit. If the test unit is 300 points or more, 2 of these tests must be against 2 or more mid-level Heroes that once combined, equal the Hero that you are testing. Some suggestions are, but not limited to, Crixus, Hulk, Krug, Superman, or Darkseid.
- SQUAD TEST/ Play a single game with the test unit card against a squad or squads that will have the same approximate cost as the test unit. Some suggestions are, but not limited to, Stingers, 4th Mass., Knights of Weston, or Kyrie Sentinels.
- ARMY TEST X2/ Create a competitive army using the test unit as a base, and then play a single game with the test unit in a competitive army against another competitive. Both armies should have the same approximate point cost, 600 is a great competitive point range. A suggestion is, but not limited to, Superman and Batman (600 points).
Be sure to run this test twice, using different armies in each game.
Q - How do I document my play-test results?
A - Here is a LINK to a download. This download is a form that should be filled out when playtesting units.
Q - Where do I post my Feedback Form when I have completed it?
A - Post your results in this thread.
Q - Do I need to use Order Markers and other conventions of the game (like initiative rolls) when I do Heavy Hitter and Squad tests?
A - You need to play both the Heavy Hitters and Squad tests like a normal game. Meaning, you don't just roll for initial initiative and then just go back and forth alternating turn. You use OM's like normal. So if the tested unit had the last turn in one round, if he wins initiative, he can have first turn in next round.
Q - How in depth should my feedback be?
A -
Also, here is a Document that can help organize your playtests and keep track of each event.Master Playtester Hahma from C3G said:I keep a notebook with me when testing and I write every turn down when testing. You don't have to, but you should at least jot down a note here and there to acknowledge certain points during a test that might be important. If either team wins because of winning most of initiatives to get advantage, that's worth noting. If either team rolls unusually good attack or defense, that's worth noting. Anything that might be worth the readers of the test sheet needing to know to get a better idea of the events during the test can be noted. If nothing else, keep some notes so that if someone questions your test results, you can go back and say, "well this happened that was unusual or that happened, or so in so had height advantage throughout the game or whatever." That can help people judge test results better.
Q - Is it possible to play-test on my own without an opponent?
A - Yes. See below.
Spoiler Alert!
What you need to do to Solo-Scape is to decide before beginning that you will not change the results based on what you want. So if you roll a 20 for Mind Shackle, then you must honor those results. Also, there are many times in competitive games where predicting your opponents Order Marker placement is a huge factor. Since you "know" where your "opponents" markers are because you are your "opponent", you will need to exercise some selective memory. Don't try to remember where the orders are, instead, role play as yourself. By this I mean, you should make a decision that you believe you would make if you did not know what the "opponent" is thinking. Also, it is important when rolling for initiative to have a system for knowing when a team is rolling. What I do is I always assume that the first Initiative roll is for the "unit" that I am testing. Another method would be to use two separate colored D20s, one color for each team. Lastly, and my favorite, you should set the mood in your Scapeing environment. What I like to do is test at night when my kids are asleep, then I turn on some music or a comic cartoon, and I put some drinks and snacks out. I also set up right next to my computer so I can type as I play or right after I play a game, that way the results are fresh in my mind and my test sheet is accurate.
Feel free to ask any questions on Playtesting, as we will be dealing specifically with the ins and outs of Play-testing here.
Again, I want to thank C3G for putting together this comprehensive and easy to use Play-Testing turtorial. You can find a list of all of their figures here.