Cowboys, Ninjas, Pirates, Vikings

Cowboys, Ninjas, Pirates, Vikings is a dynamic, quasi-deck building card game, for 2–5 players, that I am developing. The objective is to assemble the most powerful army by recruiting high-value members from four distinct factions—cowboys, ninjas, pirates, and vikings—while strategically avoiding innocent bystanders.

Objective

In developing Cowboys, Ninjas, Pirates, Vikings, several rounds of playtesting are used to evaluate and refine its mechanics, balance, and overall player experience. Specifically to:

  1. Validate Game Mechanics: Ensure that the core gameplay mechanics function as intended and that rules are clear, logical, and intuitive.

  2. Assess Game Balance: Confirm that no strategy, character, or card (in card-based games) is disproportionately advantageous or disadvantaged, creating a fair playing experience.

  3. Evaluate Player Engagement: Observe how players interact with the game, looking for signs of excitement, frustration, or confusion, and gather feedback on enjoyment and immersion.

  4. Identify and Fix Issues: Detect any issues, such as overpowered abilities, unclear rules, or confusing elements, and make adjustments to improve clarity, consistency, and functionality.

  5. Test Game Progression and Pacing: Ensure that the game has a good flow and that its length, progression, and difficulty curve align with the intended experience.

  6. Gauge Replayability: Assess whether the game remains enjoyable across multiple play sessions, which can indicate a game’s long-term appeal and strategic depth.

Through these goals, I hope to refine Cowboys, Ninjas, Pirates, Vikings to enhance its quality, playability, and overall success.

Users:

  • Game Enthusiasts

  • Gift Givers

Process & Methodology:

  • Prototyping

  • Playtesting

  • Fly-on-the-wall Observation

Tools:

  • Google Workspace

  • Photoshop

  • Zoom

  • A.I.

Deliverables:

  • Refined and Tested Prototype

Prototyping and Playtesting

Cowboys, Ninjas, Pirates, Vikings has undergone multiple prototyping phases and extensive rounds of playtesting. The game continues to evolve, with refinements being made as playtesting progresses.

Google Workspace was used to keep track of game rules and revisions, while Zoom meetings were used to observe remote playtesting using fly-on-the-wall observation.

  • Initial Concept

    The initial proof-of-concept deck was constructed using a standard deck of playing cards. This prototype allowed for preliminary playtesting to assess the viability of the core gameplay mechanics.

  • Version 1

    The first version was created in Photoshop, incorporating basic graphics to enhance visual appeal. Cards were printed on sticker paper sized to fit standard playing cards, enabling easier handling during play. This version underwent multiple rounds of playtesting.

  • Version 2

    Based on initial testing feedback, it became evident that the two-player mode required additional support. A goal-oriented mechanic was introduced, providing players with multiple paths to victory and enhancing the two-player experience. This version was reprinted and underwent further playtesting.

  • Version 3

    Following additional feedback, new artwork was introduced, and the deck was refined for improved gameplay. This version was professionally printed, with further playtesting conducted to ensure quality and balance.

  • Version 4

    The current version includes enhanced artwork and a newly added battle mechanic. Playtesting continues to refine the game, ensuring it meets quality and engagement standards.

Design

In the initial iteration of Cowboys, Ninjas, Pirates, Vikings, I used Photoshop to create a simple card layout, which served effectively for playtesting and helped players begin to engage with the game’s unique setting.

Starting with version 3, new artwork—entirely generated through A.I.—was incorporated. While A.I. generation saved significant time, each card required dozens of attempts to achieve a satisfactory result. Even so, the images often contained various errors. For version 3, these unrefined images were adequate; however, each card was subsequently refined manually in Photoshop to correct these imperfections, as demonstrated in the following example.

A.I. was utilized to ensure a consistent tone and style throughout the rules.

Version 4: Current Artwork Status

Version 4

Corrections

Version 3

In Conclusion

The development of Cowboys, Ninjas, Pirates, Vikings reflects a thorough, iterative process aimed at creating a balanced, engaging, and visually appealing game. Through multiple rounds of prototyping and extensive playtesting, each version has brought valuable insights that have shaped the game's mechanics, balance, and player experience. By leveraging tools like Google Workspace and Zoom, remote and in-person playtesting observations have been efficiently recorded and utilized to refine gameplay.

The introduction of A.I.-generated artwork in version 3, combined with manual refinement, has enhanced the visual quality of the game while maintaining creative control. With version 4, the addition of a battle mechanic and polished artwork demonstrates the commitment to achieving a high standard of quality and immersion. Moving forward, continuous playtesting will ensure that Cowboys, Ninjas, Pirates, Vikings reaches its full potential as a compelling, replayable, and enjoyable game for a diverse audience of players.

Special thanks to playtesters: Matt Tonak, Link Tonak, Patrick Dentinger, Jeff Maki, Craig Schanbacher, Mike Bondy, Drew Christofanelli, Elyse Christofanelli, Krystal Christofanelli, Natalie Griffioen, Paul Griffioen, McKenna Heinz, Miranda Heinz, Zach Heinz, Drew Kennedy, Gene Kennedy, Julian Kennedy, Owen Kennedy, Amy Mercer, Cameron Mercer, Hannah Mercer, Mia Mercer, Randy Mercer, Joelle Million, Dan Runkle, Deb Runkle, Joseph Runkle, Ken Runkle, Lisa Runkle, and Sara Runkle, whose feedback and enthusiasm were invaluable in shaping the game.