Testing a Game Before Class
Test a game before using it with players. Demo mode is helpful, but the most realistic browser test uses the moderator dashboard and separate player tabs.

First Check From Design
- Open the intended saved game in Design. If you started from Demo, use Save As to create your own copy first.
- Resolve Validation errors, review any warnings, and save.
- Use Test players → Open test player once per participant needed for the session. It starts a run from the saved definition without requiring a room placement.
- Play through Results in the separate tabs. Compare the values with a small hand calculation, rather than checking only that a Page appears.
- Stop the test run, then open it in Run Logs and confirm the decisions and results in Primary analysis.
Saving a changed definition or applying a proposal stops its open test/run. Start it again to test the new revision; an old player tab does not switch to the new definition.
Then Check Participant Entry Through A Room
- In Execution, place the saved game in a separate test room and start it.
- Copy the room link and open it as a participant, preferably in a separate browser profile. Enter a player name and optional PIN, select the game and join.
- Add enough participants to fill the session. Open test client beside the room game is useful for the remaining test tabs.
- Confirm Game sessions and Moderator view show progress. Complete the intended path, then stop the test run.
- Only after this check, start the live game in the intended room and share that room's link.
The two checks cover different work: Design tests the saved game, while room entry also tests the invitation and lobby used by participants.
Why Separate Tabs Matter
A real run has one browser client per player. Separate tabs expose issues that a one-tab Demo cannot show, such as:
- session fill behavior,
- duplicate player names,
- reconnect behavior,
- player-specific waiting screens,
- simultaneous player decisions,
- moderator active-session status.
What To Check
Check:
- players can open the room link,
- the intended game appears in the room,
- fixed-player games wait until the session is full,
- one-session games show content when expected,
- each player sees the correct player type and username,
- decision controls are visible,
- clicks or Enter submissions give feedback,
- invalid inputs stay correctable,
- the game advances after valid decisions,
- the game reaches a final state,
- Game sessions shows sensible status,
- stopping the game prevents new joins.
Verify the actual player presentation for each game type. Matrix, Tree and Market Layout help preview its structure; Auction Layout is a settings workspace with a separate participant board. Check Instructions, decisions and Results. Confirm that every Page reference resolves to a value, Choice, or Image when that Stage is reached.
When a Stage has several Pages, test at least two Player Types when their Audience rules differ. Confirm that Active content takes priority over Observe and Glance content and that a missing rule remains Passive.
Testing Uploaded Games
Uploaded games can differ from built-in reference games. Test the actual uploaded file that will be used in class.
If a game has multiple paths, test at least one typical path. For complex games, also test one path with a different player acting first or a different choice outcome.
Using Demo During Testing
Use Demo when you want a quick visual check of reference-game behavior.
Do not rely on Demo alone for:
- uploaded games,
- final classroom readiness,
- testing multiple real browser clients,
- verifying room links.
After Testing
Stop test games that should not remain visible to players. If you used a separate test room, leave the live class room clean until you are ready to start the real run.