BoardBrain Labs

faqs

Popular Questions

Not sure how our studio works or where your game might fit? Check the FAQs below for answers to the most common questions — and if you’re still unsure, you can always reach out.

Playtesting

What types of games do you test?

Board and card games at prototype or near-final rules stages (solo, co-op, competitive). No video games.

Digitally. We run remote sessions; Tabletop Simulator is our default.

Yes, by exception. Note it in intake and we’ll confirm feasibility.

Typically 3–5 vetted players per session, matched to your target audience.

Yes. You can observe quietly, or skip and review the recording and notes later.

After completion of the intake process, we typically schedule the first playtest session within 7-10 days. This may be delayed due to holidays and special requests.

We can quote a lightweight TTS build so testing can proceed smoothly.

We test every aspect of a board game that we can think of.

What do you need from me before testing?

A short intake, your current rules draft, any aids, and test goals/success criteria.​

A concise report: one-page summary, prioritized backlog, rubric scores, quotes with timestamps, and appendices. Highlights reel on request.

48–72 hours after the session. Longer packages list timelines up front.

Pre-screened players with relevant experience; we recruit to match your audience.

Yes, we run consent and NDAs. Sessions are recorded for accurate reporting. All sensitive data is kept secure as per our Privacy Policy.

You can upgrade to Deep Dive with full credit within 14 days.

We have playtesters all over the world, and schedule to match their availability. We can coordinate with you if you wish to join the session.

Absolutely. For Deep Dive and Campaign Prep we plan variant probes and targeted measurements.

Playtest Metrics

Are metrics included, or is this an add-on?

Included. Every BBL playtest comes with a 1–5 scorecard, anchors, and evidence. No extra fee.

We use plain-English anchors:
5 Excellent · 4 Good · 3 Acceptable · 2 Weak · 1 Critical.
Each category has examples so scores aren’t guessy.

We capture a player-reported fun check, but we mainly score the signals that drive it: clarity, pacing/downtime, decision load, fairness, and fit with your intent.

Anchors + receipts. We score against clear definitions, calibrate before sessions, and tie scores to timestamps and quotes so you can see what prompted them.

Yes. In intake, you tell us what matters (e.g., onboarding vs. late-game depth), and we weight categories so your roll-up reflects those priorities.

Absolutely. Retest a change and we’ll show what improved, stayed flat, or slipped—plus the moments that explain why.

We note when players wait or stall and link those moments to your timeline. If your module is in Tabletop Simulator, we can optionally add light timers for setup, teach, turns, and phases.

We’ll adjust categories and anchors. For example, a party game may lean less on “decision load” and more on “table energy” and “turn clarity.”

How many sessions do I need for useful metrics?

One session gives you a helpful snapshot. Two to three sessions make trends clearer. More than that is great when you’re actively iterating.

We match testers to your genre/complexity and keep the rubric constant. Scores reflect observable signals, not player taste alone.

Yes. We can share a simple tracker (Airtable or CSV) with category scores, notes, and links to moments.

Within 48–72 hours after each session, alongside your playtest report.

No — your scorecard is one page with a short summary and the “Top 5 fixes.” Deeper evidence lives behind links so you can drill down only where needed.

Sure. Share what you use and we’ll map it to our categories or run both in parallel.

Yes. Your materials and metrics are confidential. We’ll sign an NDA if you need one.

Rules & Systems Development

Which package should I pick?

If clarity is the blocker, start with Clarity Kit. For math and pressure points, Balance Builder. If you need surgical fixes across core loops, Core Systems Upgrade. Multi-session/progression issues point to Campaign Ready. Not sure? Book a 15-min fit check.

A mapped set of changes (A/B-ready where useful), a Next-Test Plan with acceptance targets, any promised worksheets/models, and a live working session to apply decisions. Packages that include checks deliver logs and a short change memo.

Typical ranges: Clarity Kit ~1 week; Balance Builder and Core Systems Upgrade ~1–2 weeks; Campaign Ready ~2–3 weeks. Complexity and asset readiness can shift timing.

Your current rules (doc or PDF), component list, goals and pain points, recent playtest notes (if any), and access to a TTS mod or PnP files. A short “what success looks like” note helps.

A short, focused session with external players to validate a change or instruction — not a full playtest. You get objective notes, timestamps, outcomes, and immediate recommendations.

We deliver switchable variants (e.g., reward rates, costs, thresholds). In TTS, you’ll get labeled states or parameter sheets; in PnP, clearly marked pages. Your Next-Test Plan tells you when to use A vs. B and how to read results.

We verify odds and distributions on the few levers that matter — success tests, drop tables, spawn/rarity, upgrade success — and tune thresholds to hit target difficulty bands.

Will you rewrite my rules?

Clarity Kit includes a restructure of the teach and critical sections plus a Quick-Start and mini-guide. Deeper rules rewrites beyond that can be scoped as add-ons.

Your Next-Test Plan includes acceptance targets (e.g., win-rate window, time-to-first choice, resource surplus caps) and simple instrumentation so you can verify in one session.

Yes. We map loops per faction/role, check snowball/hoarding risks, and for campaigns set chapter-level thresholds. Expansions get compatibility checks and flagged interactions.

Google Docs/Sheets, Notion (on request), and Tabletop Simulator for builds. Deliverables are TTS- and print-and-play-ready where specified.

Yes — Table Checks can be run with your group if that’s the goal. We’ll still moderate and log outcomes.

Absolutely. We can sign a mutual NDA; you retain all rights to your game and materials.

Each package lands you at a testable state. If a further cycle is needed, we can extend hourly or roll into the next package — your call.

TTS Build

What files do you need to start?

A folder with your boards, cards, tokens, logos, and any fonts; plus a short note on player count, turn flow, and setup. If your assets aren’t export-ready, we can handle prep as an add-on.

Yes — TTS is required to open and play the module. We’ll deliver a private save or an unlisted Workshop item with simple access steps.

We quote based on scope after intake, with package starting prices to guide you: Prototype Import $1,200 (3–5 business days), Test-Ready Build $2,500 (1–2 weeks), Advanced + Scripting $3,500 (1–2 weeks, complexity-dependent). Final quotes reflect your files and goals.

Assembly of boards/cards/tokens; decks and bags; zones and snap points; camera bookmarks; private delivery; a concise README and changelog; and one included revision after your review.

A single round of adjustments to polish ergonomics or swap assets of similar complexity. New features, large content changes, or added scripting are additional scope.

Yes. We scope helpful buttons (setup/reset, deal, counters), A/B toggles, and light analytics pings. Heavier automation fits the Advanced + Scripting scope or a Custom Automation add-on.

Absolutely. We can include common scenarios and matching camera sets so sessions start in one click.

By default we deliver a private TTS save. If you prefer an unlisted Workshop item, we can publish to your account or ours and add collaborators — no public posting without your OK.

You retain ownership of your game content and supplied assets. We retain rights to generic tools and utility scripts, which we may reuse, while your bespoke build and configuration are yours.

Yes — standard mutual NDAs are fine. Send yours, or we can provide a simple template.

My assets are rough. Is that a problem?

Not at all. We build for play, not a gallery. If you want us to clean or slice files for TTS, the Asset Prep add-on covers that.

Send the new files and a quick change log; we’ll quote a small update. Because you get a README, organized source folder, and versioned handoff, updates stay painless.

We can run studio-moderated tests through our Playtesting service and hand back a tidy report and ranked backlog. If you just want the build, that’s fine too.

By exception, yes. Some features differ; we’ll scope what’s feasible and quote a port.

We keep assets efficient, lock physics where sensible, and can do a Performance Pass add-on to compress heavy art and tidy colliders if needed.

A short internal run to catch rough edges before you review. You get a quick note list and we tighten the build.

Yes — at minimum you’ll get a concise README. We can also create a 5–8 minute screen-share teach video as an add-on.

Yep. We can design trays, save states, and A/B toggles so variants stay tidy without duplicating the whole table.

Tell us your deadline. If the files are ready and scope is light, we can often turn a Prototype Import in 3–5 business days; we’ll confirm feasibility at intake.

Prototyping

Prototype

What exactly do you mean by “prototype”?

A clear, test-ready version of your game’s components — cards, boards/mats, icons, tokens, and UI — built to answer design questions quickly. It’s not final art or layout for publication.

We provide digital PnP files (print-friendly PDFs and dielines) you can print at home or via a service. We don’t handle printing or shipping.

We don’t recommend it. Prototype art is intentionally simple and labeled “Prototype.” Use it to learn fast; hand the included SVG/icon set and specs to your illustrator for the final look.

A component list, your top questions (what you’re trying to learn), constraints (player count, teach goals, accessibility), and any existing assets you want us to reference.

Depends on scope and asset readiness. Simple card+icon passes go quickly; multi-board builds or complex icon systems take longer. We’ll give a scoped timeline after a short brief.

  • A private TTS table (ready to play)
  • An asset pack (SVG/PNG)
  • Optional PnP PDFs
  • A README + changelog with everything clearly marked “Prototype”
  • Yes. We include light variants/toggles so you can compare wording, costs, or layouts without rebuilding the table.

    On request, we run quick checks for contrast, icon redundancy, and color-blind safety, and include notes for future art.

    Yes, but we’ll still label the build as a prototype and keep clarity as the top priority (size, contrast, hierarchy). If something reduces readability, we’ll flag it.

    We can. Prototyping pairs well with our Quickstart Playtest for fast, outside feedback. If rules/loops need work, we can loop in Rules & Systems support.

    AI Use

    Do you use AI images?

    We may use AI to draft placeholder iconography and textures or to speed layout exploration — then we edit by hand for clarity and consistency. Final games should replace any AI-assisted placeholders with illustrator-made art.

    For prototyping purposes, yes: our use is focused on non-final, functional placeholders. We avoid prompts or outputs that imitate living artists, brands, or protected IP, and we keep a provenance note in the changelog.

    No. Your files remain private. We don’t opt your materials into model training, and we scrub prompts of project details.

    We design original, generic shapes (e.g., resource pips, arrows) and avoid trademark-adjacent language. If something feels close, we redraw it.

    You receive a license to use the prototype assets for development, playtesting, pitching, and internal docs. Our internal templates and libraries stay ours. For anything custom we create, you’ll have rights to use it in your game; we still recommend replacing placeholders with final art before publishing.

    We strongly advise no. Treat AI-assisted visuals as temporary. When you’re ready to publish, replace them with commissioned art and final layout.

    Yes. If you don’t have one, we can provide a simple mutual NDA.

    Scope - Pricing - Changes

    How do you price this work?

    Scope varies widely, so we quote after a short brief. You’ll see what’s included, timeline, and any useful add-ons (playtest, scripting, etc.).

    No stress. If goals shift, we’ll re-scope together before proceeding — no surprises.

    Yes. We include a short window for minor fixes and can schedule additional iterations or variants as you learn from tests.

    Platforms & Files

    Is this only for Tabletop Simulator?

    TTS is our default for speed and stability. If you need Tabletop Playground or Tabletopia, tell us in the brief — some features may differ.

    SVG/PNG for components; PDFs for PnP; and a TTS save/workshop item (private). Fonts and any licensed assets are referenced with usage notes.

    Gladly. We’ll pass along the SVG/icon set, style tokens, and redlines so final art swaps in cleanly.

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    If the FAQs didn’t quite cover what you’re wondering about, send us a note. Tell us a bit about your game and what you’re trying to figure out — we’ll reply with clear answers and next-step options, not a hard sell.

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