Playtesting & rulebook validation

Player Count Test Matrix

Use limited sessions deliberately: repeat the target count, then expose the low- and high-count conditions you still have not tested.

Coverage inputs

Advertised range and test capacity

Coverage is not a balance verdict

A player count on the box is a promise. Low counts may reveal idle turns or broken economies; high counts may expose setup, downtime, component, or end-trigger problems. This matrix schedules conditions—it does not infer that an untested count is acceptable.

How to use the order

Repeat the target count with different people, then test the furthest uncovered condition. Keep game version, player experience, play time, and any rules intervention next to each session. If only one session is available, choose the count tied to the next decision rather than the most convenient group.

Related workflow

Use the Session Planner to frame the purpose of each scheduled test. If a count fails because players cannot begin independently, switch to the Blind Playtest Readiness Checker; if it fails because an issue repeats, record the evidence in the Issue Log.