Finish It!
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.
Our goal: 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.
Playtesting and Iteration
We ran three playtesting sessions, each revealing new insights about game balance, player psychology, and what made the experience fun. Here's how the game evolved:
First Playtest: Discovering Scalability
Originally, we intended the game for a maximum of four players, but everyone wanted to play—so we tested with seven. The added players didn't affect gameplay negatively, so we adjusted our rules to accommodate up to eight players (we had eight player pieces anyway).
Key feedback: "Joker cards should affect the game state, not just be humorous." At the time, our Joker cards were only funny prompts with no direct impact on gameplay. We immediately changed the stack to include a mixture: some humorous cards and some that could move players back spaces or change their position. This inspired competitiveness and made players think more strategically about when to play certain cards.
Second Playtest: Increasing Unpredictability
Everyone became invested in the game. Players caught on quickly to card functions and game rules, though some found the board layout initially confusing.
Key feedback: "Because I can choose which cards to play, I can count spaces and avoid landing on Joker squares." This was a problem—players were gaming the system to avoid unpredictability, which defeated the purpose of Joker cards.
Our solution: Add more Joker spaces to the board, especially near the finish line. This increased the likelihood of players landing on them regardless of card choice, and made the final stretch more exciting.
Third Playtest: The Social Discovery
This session was an absolute success. With our changes implemented, the game revealed its true nature: it wasn't so much about winning as it was about interacting with other players.
What we observed: One Joker card had a player invent a story about her cat every time it was her turn. Other players joked with her and asked questions about her imaginary cat. The difficulty of reaching the finish line made the game last longer, which gave players more time to interact and build these moments.
Another insight: Being able to swap places with another player when sent back to the start kept players invested even when they were "losing"—they still had a shot at winning, which maintained engagement throughout.
Final Result
The final version of Finish It! is as social as it is competitive. Players joke with and tease each other over the result of different design elements—like the play of special cards or landing on Joker spaces. But they're also trying to beat each other and be the first to reach the winning square.
This juxtaposition of socialization and competition creates a unique gameplay experience. Being able to test our product and listen to feedback allowed us to provide a game that creates genuine enjoyment for people.
Reflection
What I Learned
Fun Is Intentional
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.
Rapid Testing Reveals Layers
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.