Cortiça Part 3 – Playtesting

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Now that I had a playable prototype (with a theme and everything!) it was time to show it to more players. This time however, I didn’t have a playtest group. Not only that, it was July 2020, the height of the COVID-19 pandemic. Everyone was at home in quarantine, and it would have been irresponsible to break it to get someone to playtest my game. Time to get creative!

My cousin Miguel wanted to try it, so I improvised a setup with a tripod and a webcam in order to run a playtest through Skype. Since Cortiça has no hidden information, I could handle the cards for both of us. All he had to do was tell me his move.

Playtesting via webcam on an improvised streaming setup, on an improvised desk (Thank you, Ben!)

It worked but it was not ideal. The tripod had to be very close to the table and I had to be extra careful not to bump it with either my arms or my feet. It was tricky to light the cards without getting glare on the card sleeves and my camera’s resolution was a bit too low to keep up with the text on the cards. It was finally time to take Tabletop Simulator for a spin.

Recreating the game in Tabletop Simulator was straightforward. Once I had properly formatted files (one image with all the card fronts, another with all the backs), importing the cards was a breeze. That took care of the components! At this stage I didn’t want to get into scripting or automation because the game was still in a very fluid state where it could change drastically from one playtest to the next.

All the card fronts in one image, ready to import to Tabletop Simulator

Tabletop Simulator has a lot of potential but its interface often gets in the way, complicating simple things such as tucking a card under another. Even after learning its controls, it still feels like playing a game while wearing boxing gloves. This can affect playtests in a number of ways. Due to its cost and controls, the players who are willing to playtest are often very involved in the hobby. A more casual player would still have to go through its learning curve, and it will color their opinion of the game. In addition, games tend to run longer than they would with a physical prototype.

In this occasion though, it suited me very well. I was even able to find a workaround for several of the technical issues such as its price and interface. Just like my playtest with Miguel, I could run Tabletop Simulator on my machine and share my screen, moving the cards for both players. This allowed me to playtest with people that didn’t own Tabletop Simulator, and they didn’t even have to learn the controls!

Cortiça’s prototype on Tabletop Simulator

All the while I continued playtesting at home with Sara, always patient and supportive. The game took shape as we tried different strategies and made adjustments. My digital notes gradually turned into the game’s rulebook – but that’s a topic for the next article, where we’ll cover the contest submission.

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Cortiça Part 2 – Theme

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The first prototype for Cortiça, handmade and still without a theme, or a name.

At the end of Part 1 I had a high level idea of how the game could work, but it hadn’t been tested and I had yet to define what it would be about.

At this point I could either look for a theme to design the game around, or try to get the game’s basic rules to work and then find a theme that fits. The good thing is, there is generally no wrong answer here. As long as they’re in tune in the end, you can start however you want.

Given the strict component count for the competition (18 cards!) there was a risk of falling in love with a theme that demanded more components, or that would make me want to stretch the definition of a worker placement game to the point where it would no longer qualify for the competition. Gameplay it is, then!

There was still one question left to answer before assembling the first prototype: I knew what 13 of the cards will be used for, but what about the other 5? I gave each player an additional resource type to allow for more depth in their actions. The other three were made into public double-sided goal cards which would change throughout the game. These were meant to add variability and to help prevent a dominant strategy, which is when you have a strategy that’s so powerful that there is no reason to do anything else. Watch out for those, they can sap all the fun out of a game!

The first playtest went well. The core system worked, the economy needed another pass (but that’s to be expected!), and the game took exactly one hour, which is a lot longer than I would like. After a few tweaks, it worked a lot better! It was finally time to start looking for a theme.

Putting together a prototype in Affinity Designer

As I wrote in Part 1, I wanted this game to be about a facet of Portuguese culture that I hadn’t seen represented in boardgames before. Turns out, there are plenty of those! After a fun brainstorm session with Sara Mena, we ended with an A4 page full of possibilities. There was one tricky aspect, however…

The core of the game is resource conversion, which could suggest a theme of harvesting or manufacturing something, but there is an extra wrinkle that doesn’t line up with the standard manufacturing process. In the game you use your workers to gather A to turn into B, which you can use to get C. Think of C as points: once you reach a specific amount, you win. There are several ways to turn combinations of A and B into C, but you can also can turn C back into a larger amount of B! That’s because I wanted to give players the option to spend their hard-earned points for a chance of getting even more later on – but will they have enough time to do it? This could also work as a catch-up mechanism, because it gives a losing player a chance to sprint ahead.

The obvious solution would be for C to be money, so exchanging it for B could represent buying it, but since getting C is the goal of the game, that could easily be interpreted as “money is good”, and I did not want that at all. I’d much prefer if my game could help people forget about capitalism for a bit.

Fortunately, there was one theme on the list that could fit all of the gameplay so far: Cork!

Three wallets made out of cork fabric.

Cork is a big deal in Portuguese culture. You may have only seen it as wine stoppers, but has long been used to make tools and the recent invention of cork fabric has greatly expanded its possibilities. Not only can you make things like wallets, umbrellas, hats and even postcards out of it, but it can also be recycled.

So now I have a theme! When applied to my game, the result is: The players will assign their workers to grow cork oaks, extract the bark and process it into different products made out of cork. Players can also recycle their cork, which gives them raw material which they can turn into other products. I also had a name: “Cortiça” (/kuɾˈti.sɐ/), the Portuguese word for Cork.

On the next article we’ll cover playtesting during a pandemic.

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Cortiça Part 1 – Origins

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Photo of a cork oak tree in a dry Alentejo field, by António Carrapato

At long last, let’s talk about Cortiça! What is it, and where did it come from?

After Blight Chronicles: Agent Decker wrapped up, I was done. It was such a negative experience that it left me incapable of working on my own projects for a while. It taught me what a panic attack was, even if I didn’t have a name for it yet. Every so often I’d come up with an idea for a mechanism or a theme that seemed interesting and would write them down, but as soon as I started to develop it into a prototype, there would be instant splitting headaches and my heart rate would go up. The message was clear, I had to take a break. This was supposed to be a hobby. This was supposed to be fun.

This went on for a few years.

It had been almost eight years since me and my partner moved abroad for work. I wouldn’t describe myself as a patriotic person, but as time went on I started to miss facets of Portuguese culture that couldn’t be found anywhere else. It was heartwarming to see new, popular boardgames using Portuguese themes but they seemed to focus on just a few aspects of the culture such as wine and azulejo tiles. There’s so much more! One day I brought this up on Twitter and a random user responded with an angry version of “If you’d like to see more games with Portuguese themes, why don’t you make one?”. I think they were just trying to shut me up, but I wanted to make something to answer back. Is it wrong to make a game out of spite?

In June 2020, Button Shy Games announced a new design contest: “Create an 18 card worker placement game. Cards only.“. This seemed impossible! Worker placement games usually have plenty of tokens for workers, currency, resources, sometimes even victory points! How can you compress it all into only 18 cards? It got my brain going. I still wanted to take things easy so I didn’t commit to the contest right away, but I had to see if I could crack this puzzle.

Boardgame designers often get asked “Do you start with the theme or the mechanics?”. In this case the component constraint was just as important. If it can’t fit those cards, it’s no good. So I started to do research on worker placement games. I had to get to the essence of what makes them work, because there wouldn’t be room for much more. Action drafting, timing, blocking, action resolution, collecting and converting resources, multiple paths to victory. In 18 cards…!

This needed a new approach. I figured one way to make sure the game would fit into 18 cards was to sketch what it could look like while in play. This really helped! I still didn’t know what the game was about or how it played, but this let me allocate cards for different functionalities to see how many I would need for a basic worker placement game. After multiple attempts on paper I moved to the computer and sketched something that started to look like a game:

Mock screenshot of Cortiça

There is a central row of action cards with one or two slots where you can place workers. Each player has their own worker and resource cards, in their color. Workers are double-sided so they could be upgraded. Resources are counted by rotating the card. The amount on the top edge is your current total and they’re double-sided, so each card can count up to seven. And the best part is, I have five spare cards!

Now that I had an idea of the general shape and limits of the game, I could start to figure out what it is about, and how it plays.

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