Board Game Design Tools
Online Play Testing
Build your game, deal in your friends, and watch it work (or not) in real time. No installs, and your testers never sign up. Try it out for free.
Free to start. No credit card. Your testers never sign up.
Hey, I'm Dustin. I design board games, and I built this Designer Den! It's a hub for board game designers all over to playtest, iterate, get feedback, and improve their games.
The digital tools we've been using were built for playing games, not developing them. None of them fit how I actually iterate. So I built the table I kept wishing existed: design focused UX, browser based, no tester accounts or downloads, single click joining and playtest analytics built in.
This place will always be designer focused, from the UX, the pricing, the features to the support. If you design board games, I think you'll feel that :).
No magic. Just the four moves I run on my own games, all on one table, all online.
Start blank and use a marker and stickers, or upload a CSV or JSON, or import your whole game straight from Dextrous or The Game Crafter.
Share one link. They click and load in. No account, no download, no setup, no hassle.
Every move syncs live. The playtest logs catch the action and give stats and insights. Not by a computer? Check the replay and feedback afterwards!
Change a number, swap a card, and rerun on the spot. Analytics and feedback can show what to focus on and where to look next Pro.
Real screenshots of real tables, not mockups. Click any shot to see it full size.
Your game, on a real table
Board, deck, cards and dice, all live and shared with everyone in the room.
Decks and stacks
Decks keep their count and their order. Draw, reverse, shuffle and peek from the actions panel.
Private hands
Your hand fans out along the bottom of the screen, and nobody else can see it.
Zones that do work
A zone can hide its contents, feed a private hand, auto-arrange, randomise, or flip on drop.
Snap points
Drop anchors on a board and pieces land exactly where they belong, every time.
Mark up anything
Draw straight onto cards and the table, and leave notes in markdown. Cut this, keep that.
Analytics after the game
Every session is measured, then read back to you: pacing, deck balance, and what to look at next.
One component library
Cards, tokens, boards and rules in one place, with a build wizard, CSV import and The Game Crafter sync.
Click anywhere to close · ← → to browse
A virtual table is the easy part. These are the tools that actually move your design forward.
Pull it straight from The Game Crafter, Dextrous, or a spreadsheet. No rebuilding it piece by piece.
Share one link and they're seated. No accounts, no installs, ever, so people actually show up.
See how a session really played: what got used, where it stalled, what to fix before the next round.
Rewatch any playtest move by move, even the sessions you weren't in the room for.
Testers leave notes right from the table and they land with the session, not lost in a group chat.
Change a value, swap a card, rerun immediately. Your game evolves between rounds, not between exports.
Pick whichever fits where your game is right now. I lean on all three on my own designs.
Your whole group in one room. Share a link, they click, they're seated. Every move syncs the instant it happens.
Make a setup public and step away. Players run your game cold, no designer in the room, and the data comes back to you.
Save a setup as a permanent public demo. Publishers, conventions, and backers play on their own schedule. No appointment, no you.
Not vanity numbers from a press kit. These are pulled straight from the database the moment you loaded this page.
The table running at the top of this page is one of them.
Your first draft is wrong, and that's the whole point. The faster you find out exactly how it's wrong, the faster it gets good.
Iterating should cost minutes, not an evening of setup. If testing a change is expensive, you'll do it less, and the game suffers.
The table has to feel real, or testers won't behave real. The way you and your testers interact with the table counts, a lot. Fudge the feel and you fudge the feedback.
Your testers' time is a gift. Spending it should be one click, never a download, an account, and a tutorial.
It's your game. No AI is ever trained on your designs, and with Pro, you can export and re-import everything you put in, whenever you want.
I'm not just the person who built this. I design and test my own games on the same tools you would. Here's one of them.
A 1 to 4 player co-op strategy game. Lead your tribe and keep them from going extinct.
Designers pitch their games straight to you on the Den. Read the pitch, sit down at the actual table, and talk it through, all in one place. No printing, no shipping prototypes, no endless email threads.
List your profile in the publisher directory and set the questions every designer has to answer. Submissions land in one organized inbox, and you move each through reviewing, accepted, or passed with a click.
A pitch can carry a ready-to-play setup. Launch it in a private room and actually play the game, on your own or with your team, before you decide. No prototype in the mail.
Reply to the designer, leave feedback, and keep every message tied to the pitch. The whole conversation lives with the game, not scattered across your email.
Designing a game? You can pitch it to any listed publisher straight from your project, free.
I've used all of these, and they're genuinely great for playing games. But none were built around what I actually need as a designer: prototype fast, playtest online, iterate quickly, gather real feedback in one place. So I built that part.
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Designer Den
free to start
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Tabletop Simulator
$19.99 / person on Steam
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Tabletopia
free account required
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Screentop.gg
free
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|---|---|---|---|---|
| Getting Started | ||||
| Runs in browser, no download or install | Yes | Steam app required | Yes | Yes |
| Testers join via link, no account, no sign-up | Yes | Steam account + $19.99 purchase | Yes | Yes |
| Playable on mobile & tablet browser (touch controls, pinch zoom, multi-select) | Yes | Limited | Limited | |
| Upload a CSV or JSON file to populate components instantly | Yes | Via JS bulk update | ||
| Tabletop Capabilities | ||||
| Physical mm-accurate component sizing (renders to real dimensions) | Yes | |||
| Named zones with built-in behaviors (hidden, hand, randomize), no scripting required | Yes | Yes | Limited | Seat-hidden only |
| Snap points with tag-based component matching (enforce placement rules without code) | Yes | Yes | Container-type filter only | |
| Timestamped session action log (every draw, roll, move recorded) | Yes | |||
| Designer Workflow | ||||
| Built-in playtest feedback form (ratings, notes, per-component feedback) | Yes | |||
| Playtest analytics, dice distributions, draw counts, component interaction heatmap | Pro | |||
| Session Replay, watch back any session at full or 2× speed with a scrubbing timeline (up to 25 per setup) | Pro | |||
| The Game Crafter sync (components, images & pricing in one click) | Pro | |||
| Print & Play PDF export (cut lines, bleed, auto-packed pages) | Pro | |||
| Automatic board & hand snapshots throughout a session, rewind the table state without the designer present | Pro | |||
Comparison reflects each platform's documented public feature set as of early 2026. Tabletop Simulator offers 3D physics and deep Lua scripting, a powerful sandbox, but with a steep setup curve for non-developers. Tabletopia and Screentop.gg both excel as lightweight play platforms. Other platforms worth knowing: Vassal (free, Java-based, XML modules, powerful but very technical), Board Game Arena (great for finished published titles, no prototype workflow), and Roll20 (TTRPG-focused virtual tabletop, occasionally repurposed for card games).
Start free and build real games on it. Upgrade only when you want the deeper designer tools, more storage space or unlimited projects! No trial countdown, no credit card required, just testing the basics, FOR FREE.
Everything you need to start designing and playtesting your first game.
Dextrous import
Unlimited projects, deeper analytics, and priority support.
$6.25 / month billed annually
Best value — same Pro features, two months free.
Extra space for any plan, billed separately, cancel anytime. Tiers stack if you need even more.
5 GB of extra space for artwork, exports, and print files, on top of whatever your plan includes.
10 GB of extra space for artwork, exports, and print files, on top of whatever your plan includes.
20 GB of extra space for artwork, exports, and print files, on top of whatever your plan includes.
Bring a half-baked idea or a finished box. Either way you'll know what's working by tonight, not next month.
Free forever plan • no credit card • your testers never need an account
Jump in
Got a room code from a host? Drop it in. Or browse the public tables and open games below. No account needed to join as a player.
Shared table layouts from the community — click any to play instantly
These games are shared by designers who are actively looking for feedback and playtesters. No account needed — jump in and play for free. If you enjoy a session, please take a moment to leave your thoughts using the in-room feedback button. Every piece of feedback helps a designer make their game the best it can be, so be honest, be kind, and play with intention.
No setups match your filters.
No public rooms are open right now.
Check back soon, or launch your own from one of your projects.
Dustin's Designer Den is designed, built, and maintained by a single software engineer with over 20 years of professional experience, a background in commercial video game development, and a personal passion for board game design and self-publishing. This is a serious, long-term project built with real domain knowledge and genuine care for the tabletop design community.
Parts of this site (including some placeholder articles, help text, and marketing copy) were drafted with the assistance of large language models (specifically Claude Sonnet by Anthropic) as part of my development workflow. These sections are clearly placeholders and will be progressively replaced with hand-written, personally authored content over time.
LLMs are used strictly as a development tool. No AI model has access to your data, your projects, your game designs, or anything you store in this application. AI is not a product feature here; it is used solely to accelerate my solo development workflow, the same way I'd use any other productivity tool.
Attention artists: I'm actively looking to commission a new logo for Dustin's Designer Den. If you're an illustrator or graphic designer whose style fits the tabletop / board game space, I'd love to see your work! Get in touch.