I couldn't think of anything creative that either rhymed or was alliterative with November and dealt with making things so sorry for the lame title. This step is where it all comes together, where ideas become tangible. If you are writing a book during National November Writing Month (NaNoWriMo) you know that the idea is to put your words on paper and get your book written, that's the same thing I'm going for here, getting a game that people can actually play. A prototype is good and it will help you to figure out where there are problems but it doesn't replace the real thing, after all this step is about making something you can get into other people's hands. With the information I got in the last step; major mechanics, game direction and feel, and my target audience's expectations; I should be ready for the public to see it.
Before other people can play my game they need to know the rules and that requires a rule book. I'm going to write out all the steps, from the moment the game is unboxed to when it's being put away. I'm going to be extra detailed in this part, probably writing it as I play by myself just to make sure starting elements of the game are towards the beginning and ending things at the end. Not everything I write will make it into the final version (I don't want to overload my players with a textbook) and some parts will be delegated to a 'Fringe Scenario' section of things that don't happen often, but being detailed here will also help to find confusing elements of my game and make them cleaner.
I've got a rule book and prototype now I have to find people to test my game, friends and family work for a bit but to really put my game through its paces I need strangers or others who are willing to be brutally honest. Brutal is a major keyword here, with my first playtest my game probably wont be that good and my testers will let me know. I'll take their input and after a couple more rounds of testing I'll modify the game with a new prototype (making sure to change the rule book accordingly) then get back to testing. Yet again meticulous notes about; complaints, compliments, who won, with what strategy, parts of a turn, amount of time spent on a on a phase, on a single player's turn, on the game; will help in figuring out how the game needs to be changed to be the best version it can be (like making sure sure one strategy doesn't dominate, that was my issue last year).
Now I made a rule book before testing but for the first few tests I can still help my players along. Talking out the rules the first game or two will make the unpolished areas easier to comprehend. After a few games I should let my players read the rules and only talk when my players have questions (which I should take thorough notes on). There will come a time when I stop talking to my players entirely (but never stop taking notes) and let them figure everything out on their own (I once watched a game for five turns before the players realized they were missing the step that allowed them to score points -_- ).
This step should end with a game that can be played right out of the box with people who have never even heard of the game, it doesn't have to be pretty or polished but it does need to make the players want to play again. The next bit is the pretty and polished part making sure players want to pick it up and even buy it in the future.
Last month I took a lot of notes from a similar game to the one I'm making and printed mine out on computer paper. I also got a few ideas on things the game was missing so I can't wait to try them out and get other people to see it too. Honestly there was a lot going on personally last month so I'm both disappointed that I didn't do more but also happy I was able to do as much as I did.
Thank you very much for reading, if you have any comments, questions, or want to get started on the next step early (which I advise you do) please feel free to message me.