The Planet Money Game: Test our prototype — Summary
Author/Host: NPR Planet Money
Episode focus: Behind-the-scenes of creating a board game (a “Planet Money” game) with Exploding Kittens — from idea to prototype — and a call for listeners to playtest the printable prototype.
Overview
Planet Money partnered with game studio Exploding Kittens to build a tabletop game that teaches economic ideas (especially Akerlof’s “Market for Lemons” / asymmetric information) while still being fun and mass-market friendly. The episode follows the creative process: idea pitching, an important design breakthrough (a simple deal-making mechanic), many iterative prototypes and trade-offs (gameplay, balance, manufacturing cost), a tastemaker playtest, and a public invitation for listeners to download, print, and playtest the prototype.
Key points & main takeaways
- Initial brainstorm: Planet Money proposed many econ-themed concepts; Exploding Kittens gravitated to the “Market for Lemons” (Akerlof) because the asymmetric-information dynamic fit a gameplay loop.
- Core mechanic discovered: a seller draws cards, proposes a deal, and a buyer chooses to accept or reverse. That basic loop produced interesting social strategy and bluffing.
- Crucial tweak: having the seller reveal one of the offered cards to the buyer converted pure bluffing into partial-information play — mirroring real-world asymmetric information and making the game feel more “economic.”
- Iteration matters: dozens of rapid prototypes tested hand size, ratio of “good” vs “bad” cards, special powers, pacing, and player engagement. Small changes had big impacts on fun and duration.
- Business/manufacturing constraints shaped design: to hit a $20–$25 retail price and be attractive to big-box stores, the game was optimized to be paper/cardstock-only (no plastic components) and to finish in ~15–20 minutes.
- Tastemaker test: Jamie (head of game development at a major publisher/retailer tastemaker) responded positively — she called the mechanic novel and mass-friendly, indicating retail potential.
- Public involvement: Planet Money released a printable prototype and asked listeners to playtest and send feedback. They planned a group play-along / Q&A on Nov 1.
Notable quotes & insights
- “We accidentally captured lightning in a bottle.” — Ilan Lee referring to the moment the design breakthrough was captured.
- “It’s better to start with a really fun game and try to get [the learning] there rather than vice versa.” — Exploding Kittens on prioritizing gameplay first.
- “The hallmark of great selling games… is when you can’t stop thinking about it at night.” — Jamie on what makes a mass-market hit.
- “All of this will be explained at planetmoneygame.com.” — Call to action / central hub for the prototype.
Topics discussed
- Brainstorming economics-based game ideas (17+ concepts)
- George Akerlof’s “Market for Lemons” (asymmetric information)
- Game mechanics exploration: bluffing, partial information, deal-making
- Iterative prototyping & playtesting logistics
- Balance decisions: deck composition, hand size, pacing, special cards
- Manufacturing and pricing trade-offs (paper-only components, $20–$25 price point)
- Retail considerations (appeal to Target/Walmart, tastemaker approval)
- Public playtest campaign and community involvement
Action items / Recommendations (for listeners)
- Download the printable prototype and instructions at: planetmoneygame.com (link also in episode show notes).
- Print, cut, and assemble the prototype following provided instructions.
- Run playtests (game nights) and collect concrete feedback: clarity of rules, average play time, fun/engagement, balance (how often winners emerge, whether decisions feel meaningful).
- Submit feedback via the channel(s) listed at planetmoneygame.com.
- Sign up for/attend the group play-along and Q&A scheduled for Saturday, November 1 (details on the site).
- When playtesting, try small, focused variations to help designers: adjust deck ratios, note when turns drag, and flag confusing rule moments — specific, repeatable observations are most useful.
Final note
This episode illustrates how a great game can emerge from a tiny, elegant mechanic and a lot of iteration — and how design choices are shaped not only by pedagogy (teaching economics) but also by constraints of manufacturing, price, and retail appeal. Planet Money invited listeners to help refine the game, turning the prototype into a community-driven project.
