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 […]
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?

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:
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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