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What we learned publishing our first print & play
Semente was designed to be small. We weren't ready for what happened next.
We published Semente expecting zero feedback — it was an 18-card exercise, not a “launch.”
Within two weeks we got over thirty photos of hand-made boards, two unofficial remixes, and a request to translate it into German. That changed how we think about print & play releases: they’re no longer “free samples” — they’re the fastest way to find out if a game has legs before investing in a physical box.