A person holding a golden trophy
A person holding a golden trophy

Finish It!

TIMELINE

Around 2016

FORMAT

Board Game

ROLE

Game Designer

Background

Finish It! is a competitive board game developed in collaboration with two classmates during university. The goal? Be the first to reach the finish line. But along the way, players encounter strategic roadblocks, unpredictable twists, and playful interactions that make the experience as social as it is competitive.


The core mechanics include player pieces, “special” cards that affect movement, and “Joker” cards that introduce humor, chance, and surprise. While the basic structure remained consistent throughout development, we made several design adjustments through playtesting to improve flow, balance, and engagement.

Goals

We wanted to create a fast-paced, skill-based game with elements of luck and unpredictability—one that encouraged laughter, conversation, and lighthearted competition. To foster interaction, we introduced Joker cards that required players to perform silly actions or respond to prompts, creating moments that were memorable and shareable.

The Finish It! boardcgame
The Finish It! boardcgame
The Finish It! boardcgame
Playtesting and Iteration

First Playtest

During the first play test, we set up the board and had everyone choose their desired player pieces. Originally, we had intended for the game to only be played by a maximum of four people, but everyone wanted to play so we decided to test out having seven people. The added amount of people didn’t affect the game in a negative manner so we adjusted our game rules to involve a maximum of eight players (we had a total of eight player pieces anyways). The youngest player dealt seven cards to each player and the oldest player made the first move. The game play went smoothly overall, it took players a little bit of time to remember all the functions for each of the special cards but they were able to remember them quickly. The players also stated that they enjoyed the experience of playing the game. One criticism we did receive was of a person telling us that we should have Joker cards that affect the state of the game. At the time, our Joker cards were only humorous, they had no direct impact on the game play itself. Once we received this feedback, we made sure to change the stack of of Joker cards. Now, we have a mixture of humorous cards and cards that can affect the game play. For example, there are cards that can move a player’s piece back a couple of spaces. This game play inspired feelings of competitiveness and that caused each player to play in a way that benefited themself the most.

Second Playtest

The second play testing session went extremely well. We played with seven players again and everyone became invested with the game. Again, it didn’t take people too long to remember all of the functionalities of the special cards or the game rules. There was some confusion with how the board was drawn at first, but people quickly caught on. The players enjoyed the use of cards to perform actions. The only problem that a person had was that because they can choose which cards they want to play, they can count the amount of spaces that would make them land on one of the Joker squares and avoid that area. To counteract that problem, we added more Joker spaces to the board to increase the player’s likelihood of having to play a card that made them land on the square. Specifically, they told us we could add more Joker spaces to the area that is closest to the winning space (finish line). Overall, they stated that the area closest to the finish line needed more action.

Third Playtest

The third play testing was an absolute success. We implemented changes to the game based upon the feedback we had received. We added more Joker squares to the area around the winning space. This allowed players to remain excited about the game and give them more actions to complete as they got closer to winning. During this gameplay, we discovered that our game had a large social aspect to it. The game wasn’t so much about winning as it was about interacting with the other players about the game and about the Joker cards in particular. For example, one Joker card had a player come up with a story about her cat every time it was her turn to play. Other players would joke with her and ask her questions about her imaginary cat. The difficulty of reaching the finish line causes the game to last longer, which also gives players more time to interact. Another player also pointed out that being able to swap places with another player when he was sent back to the start of the board kept him invested in the game because he still had a shot at winning.

Final Result

The final version of Finish It! is as social as it is competitive. Players can joke with and tease each other over the result of different design elements in the game, such as the play of any of the special cards. However, they are also trying to beat each other and be the first one to reach the winning square. This juxtaposition of socialization and competition allows for a unique and interesting game play. Being able to test our product and listen to feedback allowed us to provide a game that creates an enjoyable experience for people.

What I Learned

Designing Finish It! taught me that fun, social experiences are just as intentional as functional ones. Every laugh, surprise, or competitive moment stemmed from design choices—whether it was the balance of action cards or the placement of Joker tiles.


I also learned the importance of rapid testing and feedback loops. Each playtest revealed a new layer of insight, from game balance to player psychology. Even small tweaks—like adding a Joker space near the finish line—had a big impact on how the game felt and flowed.


Most importantly, this project helped me understand how to design systems that create conversation. The most memorable parts weren’t just about winning—they were about shared jokes, creative prompts, and the unpredictability that brought people together. That’s something I’ve carried into every product I’ve designed since.