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Design Day 2026 Recap

Дата публикации: 24-09-2026 14:48:44

This weekend, just a few days before yesterday’s Braided Skies reveal, Stonemaier Games hosted its 13th annual Design Day. On Sunday, the Design Day itself featured designers, playtesters, and gamers from St. Louis and around the country for 12+ hours of playtesting and gaming at Pieces Board Game Bar and Cafe. The purpose of Design […]

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This weekend, just a few days before yesterday’s Braided Skies reveal, Stonemaier Games hosted its 13th annual Design Day. On Sunday, the Design Day itself featured designers, playtesters, and gamers from St. Louis and around the country for 12+ hours of playtesting and gaming at Pieces Board Game Bar and Cafe.

The purpose of Design Day is to bring together designers, playtesters, and content creators to give and receive feedback on game prototypes, expand their network within the gaming community, and learn from clever mechanisms in published games. If you’d like to know details about how the day is structured, you can read about previous Design Days here, here, here, here, here, here, here, here, here, here, and here.

Why We Run This Event

On paper, the event doesn’t make much sense. We’re not promoting anything. There’s really no focus on Stonemaier Games at all. To put it simply, Design Day is just something we like doing. 

We like doing it for the designers, the playtesters and gamers, and the content creators. The creative energy is palpable and inspiring, and it seems to be a worthwhile, joyous experience for attendees. I’m also on the lookout for future Stonemaier products (so far we’ve published four games that appeared at Design Day), but I’m mostly just trying to be helpful to other creators and maybe help them find the right publisher.

How Does Design Day Work?

  • We opened most ticket sales in the spring to past attendees (around 80 tickets), then sold the remaining 30 tickets to people who signed up for a back-in-stock notification (you can use this year’s listing to get a notification for 2027). We added a few extra people this year, though there are space and noise limitations we are mindful of. We charged $45-55 per ticket, which accounts for about 40% of the total food/beverage/space cost for the day (Stonemaier covers the rest).
  • Joe sent an email each month containing new information and an actionable step for attendees. The most complicated step is creating the calendar of events, which requires us to consider game length, player count, table size, etc.
  • We share and participate in casual, optional activities on Saturday. People travel great distances to Design Day, so we try to offer a full weekend of activities for those who want it. One local attendee, Melissa, is always very kind to open up her home for a gaming evening, and some attendees visit friends or sightsee in St. Louis. It’s also become a tradition to introduce attendees to disc golf; this year around 30 people participated on a hot afternoon at Crestwood Park. Designer Ben Rosset also ran a Q&A about game design and manufacturing in the morning, and Paul Salomon (Gamehead Games) ran a playtesting event on Saturday evening.
  • Pieces Board Game Bar and Cafe provided the space, food, and drinks (and access to their huge game collection). This was our second year at Pieces’ new, bigger location, and it’s still great! The tables are much more spread out, and nearly every table is wheelchair accessible. Pieces serves their delicious homemade cookies throughout the day, and attendees optionally enjoyed their delicious gaming-themed mocktails and cocktails. Pieces has its busiest day on Saturday (and Saturday is a very busy day in that area of St. Louis), hence why Design Day is on Sunday. We use a buffet format for meals: Bagels and muffins for breakfast, poke bowls for lunch, and a nacho bar for dinner. There are veggies and gluten-free options at every meal.
  • The schedule of the day is preset. People sign up for tables in advance (we guarantee that each designer who signs up in advance will get to playtest their game at least twice, and we ask designers to share rulebooks in advance for attendees to peruse). It’s very structured. We never interrupt the day with announcements, and every game ran on schedule. Attendees were also flexible for games that ended early or when the designers didn’t show up–they simply picked another game to play.
  • A mix of unsigned prototypes, to-be-published/crowdfunded prototypes, and a few published games were played, with the intent being that each can inform the experiences of the other. There’s this great mindset of talking about game design from all angles throughout the day.
  • Playtesters optionally filled out a short form (created by Hilda Vazquez) after each playtest to give to the designer.
  • I spent most of the day observing various games, checking in with designers and playtesters, and trying to have a few minutes of quality time with each attendee.

How Were the Games?

I truly am inspired and awestruck by the creativity, innovation, and vulnerability of the designers at this event. Everyone puts a lot of work into these games, and I loved listening to the constructive interactions between designers and playtesters.

Design Day isn’t a competition, but as a way of helping designers see how far along their games are, we ask attendees to rate each game on a 1-6 scale indicating how close a game is to being publishable.

Based on this rating scale–basically, how close they are to being a successful publishable game–here are the top-rated games of Design Day 2026, with brief descriptions in the words of the designers:

  1. Alchemists of Avalon by Tyson Gajewski (5.8): Mancala, resource manipulation, drafting, contracts
  2. Among Mortals by Brendan Hansen (5.5): Card game with a shared board. Area Control, Hand Management, Variable Powers, Hidden Affinities
  3. Puzzle Factory by Ben Rosset (5.5): Worker Placement, Puzzle-making, Partial Simultaneous Play
  4. Moominos by Hilda Vazquez (5.4): Card/Tile drafting, Thinky-puzzle, Set Collection
  5. Delvers of Deepgate by Clayton Smith (5.17): Tower Defense Dungeon Dive
  6. The Royal Tent by Heather Dixon (5.17): Shared Engine Building, Rondel, Contract Fulfillment, Variable End-Game Trigger
  7. Treat Street by Jacob Gentrup (5.11): Series of mini card games
  8. Top Flight by Kyle Boyer (5.07): Push your luck racing
  9. Aragonite by Wes Kendall (5.06): Pattern block-laying, trick-taking, bag-building, engine-building
  10. Synchrony by Austin Bailey & Jason Jones (5.04): Ephemeral engine and tableau-building, asymmetric set collection, time-as-a-resource

Other games rated 5.00 on average were Dice Rogue (Joe Totherow), Franchise Wars (Pete Wissinger), Magic Tricks (Chris Porter), and Pips (Ben Morayta).

If publishers are curious to learn more about some of these games, I’m happy to talk to you about them and connect you to the designers (if they’re looking for a publisher)!

Next Year

If you want to attend Design Day next year, you can use this year’s listing to get a notification for 2027, and if there are any extra slots, we’ll likely announce them in our April e-newsletter.

Have you found value in running or attending events related to your industry? As alternatives to Design Day, there are Protospiel, Unpub, and other playtest events around the country, including some at Geekway to the West in St. Louis in May.

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If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

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