Blake Ramsey

Odds & Ends

I Don't Trust a Board Game Until Its Second Printing

November 18, 2025 · by Blake Ramsey

Illustrated portrait of Blake Ramsey

Here’s an opinion I hold pretty strongly that tends to surprise people when I say it out loud: I don’t fully trust a board game until it’s been out long enough to hit a second printing, or at minimum long enough that the community’s found and documented the real edge cases in the rules. Not because I think new games are bad. Because I know exactly what a first release actually is, having spent a decade being paid to find the gaps in one.

A first printing is a beta release that happens to ship in a retail box with finished art on it. That’s not a knock on the designers, it’s just the math of the situation. A design team can playtest a game hundreds of times and still miss the specific combination of choices that ten thousand strangers will stumble into in the first month it’s on shelves. I see this in my own job constantly, you can run a system through every test case your team can think of and it’ll still find a way to break the first week real, unpredictable users get their hands on it, because real usage patterns are always stranger and more varied than anything a small internal team dreamed up.

I brought this up in my Vantage review, that I didn’t have years of layered community wisdom to draw on the way I do with an older game, and I meant that as an honest limitation, not false modesty. Cascadia’s scoring system got genuinely tightened in feedback and later printings compared to its earliest run. That’s not a scandal, that’s the system working the way I’d expect any complex system to work, iterating once it meets real usage. I’d rather wait for that iteration than be the one who discovers the gap myself at my own table.

So my actual practice, and I know this makes me sound like I’m running a compliance checklist for a hobby that’s supposed to be relaxing, is that before a new game hits our table for real, I go looking for the publisher’s errata page and however much community consensus exists on ambiguous rulings. If a game’s too new to have either yet, I still play it, I’m not made of patience, but I go in expecting rough edges and I don’t let an early bad experience with an unresolved rules gap sour my actual rating. The rating waits until I’ve separated the game’s real flaws from its first-printing flaws, because those are two very different kinds of bad and only one of them is the designer’s fault.