
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 were used to evaluate and refine its mechanics, balance, and overall player experience. Specifically to:
Validate Game Mechanics: Ensure that the core gameplay mechanics function as intended and that rules are clear, logical, and intuitive.
Assess Game Balance: Confirm that no strategy, character, or card (in card-based games) is disproportionately advantageous or disadvantaged, creating a fair playing experience.
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.
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.
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.
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
Tools:
Google Workspace
Photoshop
Zoom
A.I.
Process & Methodology:
Prototyping
Playtesting
Fly-on-the-wall Observation
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.
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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.
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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.
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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.
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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.
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Version 4
Enhanced artwork and a newly added battle mechanic was added to version four. Extensive playtesting resulted in significant refinements to the battle mechanic, along with a complete overhaul of goals and actions for improved gameplay.
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Version 5
Playtesting identified the need for further refinement of the battle mechanic and revealed that the redesigned goals did not achieve their intended effect.
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Version 6 - Final
Private, player-specific goals were replaced with shared public bonuses accessible to all players. Additionally, the War is Over card was introduced to introduce variability and unpredictability to the game’s conclusion.
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.
Version 3
Corrections
Version 4
Card design remained largely consistent through version 5. In version 6, layout adjustments were made to minimize confusion between Recruit cards and Line-up cards.
In Conclusion
I designed and developed Cowboys, Ninjas, Pirates, Vikings using an iterative, user-centered process rooted in constant refinement, collaborative testing, and player feedback. Across seven versions, the game evolved from a simple playing-card prototype into a polished, strategically rich experience with balanced mechanics and a distinct visual identity.
Using Google Workspace, I tracked rules, revisions, and feedback, while remote Zoom playtests with fly-on-the-wall observation enabled natural player interaction and consistent iteration, even without in-person sessions. Early testing drove key changes, such as improving two-player viability, clarifying win conditions, introducing shared public bonuses, and adding the War is Over card to heighten end-game tension.
The battle mechanic underwent multiple refinements to balance depth and accessibility, while visuals progressed from basic Photoshop layouts to A.I.-generated artwork refined for consistency, clarity, and usability. Version 6’s layout updates further reduced confusion between card types.
This project showcases my ability to manage the full game development cycle, from concept and mechanics to art direction and playtesting, while keeping the player experience at the core.
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, Zach Heinz, Drew Kennedy, Gene Kennedy, Julian Kennedy, Owen Kennedy, Cameron Mercer, Hannah Mercer, Mia Mercer, Joelle Million, Dan Runkle, Ken Runkle, Sara Runkle and the playtesters at Protospiel, whose feedback and enthusiasm were invaluable in shaping the game.