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:

  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

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.

  • 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

    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.

  • 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.

  • 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.

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

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.

Version 4

Corrections

Version 3

In Conclusion

The design and development of Cowboys, Ninjas, Pirates, Vikings reflect my iterative, user-centered approach to game creation—one rooted in constant refinement, collaborative testing, and responsiveness to player experience. Over the course of six distinct versions, I evolved the game from a basic prototype built with playing cards into a polished, strategically rich experience with a distinct visual identity and well-balanced mechanics.

Throughout development, I utilized Google Workspace to document and track evolving rulesets, design revisions, and player feedback. Remote playtesting was conducted using Zoom with a fly-on-the-wall observation method, allowing for natural player interaction and insightful data collection. This remote setup enabled consistent iteration even when in-person sessions weren’t possible, proving effective for gathering both qualitative and quantitative feedback.

Early playtests revealed the need for improvements in areas such as two-player viability, win condition clarity, and overall pacing. These insights led to major changes in subsequent versions, including the introduction of shared public bonuses in place of private goals, and the addition of the War is Over card to introduce unpredictability and tension to the game’s end phase. The battle mechanic, a central gameplay system, went through multiple revisions to strike the right balance between strategic depth and accessibility.

On the visual design front, I began with simple Photoshop layouts to support basic playability, then transitioned to A.I.-generated artwork beginning with version 3. While this approach greatly accelerated the ideation and theming process, each image still required substantial manual refinement to ensure consistency, clarity, and quality. These visual efforts were not just aesthetic; they served to enhance usability, improve icon recognition, and differentiate key card types, especially in version 6, where layout changes helped reduce confusion between Recruit and Line-up cards.

This project allowed me to apply a wide range of design skills, from user experience design and interaction flows to visual design, rulebook writing, and iterative prototyping. It showcases my ability to manage the full development cycle of a game, from early concept to polished prototype, while staying focused on player needs and the core gameplay experience.

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.