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Inviting and Managing Team Members: How to Collaborate

Boardssey makes it easy to bring people into your process without paying extra per person.

Updated over a week ago

Why Invite Team Members?

You might be designing solo right now. But most games benefit from more eyes and hands.

  • An artist helps with visual presentation

  • A friend playtests and gives honest feedback

  • A co-designer brings different ideas

  • A publisher wants to track your game's progress

Boardssey makes it easy to bring people into your game without paying extra per person.


The Cost of Adding Team Members

This is important: Inviting people doesn't cost extra.

One designer: $5/month (or your plan price) Three team members: Still $5/month (or your plan price) Ten team members: Still the same price

Your monthly bill stays identical regardless of how many people you invite.


Step 1: Open Your Game

Go to: Games in the left menu.

Find: The game you want to invite people to.

Click: On that game.

You're now in Game Center.


Step 2: Find the Permissions Button

Look at: The right side of your screen.

Find: A button that says Permissions or has a settings/lock icon.

Click it.

A panel opens showing your game's access settings.


Step 3: Look for the Invite Option

In the Permissions panel, find: A button or link that says Invite, Add Member, + Add Person, or Invite Team Member.

Click it.

A text box appears asking for an email address.


Step 4: Type Their Email

What to do: Type the email address of the person you want to invite.

If inviting multiple people: Some systems let you type multiple emails separated by commas. Check if that's an option.


Step 5: Choose Their Permission Level

Before you send the invite, you might see options for what they can do:

Permission

Can View

Can Edit

Can Invite Others

Viewer

Collaborator

Editor

Admin

What permission level to choose:

Choose Viewer if: They just need to see your game. Maybe a publisher checking on your progress. They can't change anything, but they can see everything.

Choose Collaborator if: They need to edit and contribute. An artist, co-designer, or playtest coordinator. They can make changes but can't invite others.

Choose Editor if: They need full control. A core team member who will make decisions and invite others as needed.

Choose Admin if: They're a co-owner of the game. Rare, but useful if you have a true co-designer.


Step 6: Send the Invitation

Look for: A button that says Send, Invite, Add, or Create Invite.

Click it.

Boardssey sends an email to their address.


Step 7: They Accept the Invitation

What happens next:

They receive an email that says something like: "You've been invited to collaborate on [Game Name] in Boardssey"

They click: The link in the email.

They see: An option to accept or decline.

If they accept: They're added to your game. They now see it in their Games list.

If they decline: Nothing happens. They're not added.

If they're new to Boardssey: They might need to create an account first. The email walks them through it.


Step 8: They're In

Once they accept, they can:

If Viewer permission:

  • See your game info, media, rules, components

  • See all playtests and feedback

  • See your notes

  • But they can't change anything

If Collaborator or Editor permission:

  • View everything

  • Edit game info

  • Upload media

  • Write or edit rules

  • Add components

  • Write notes

  • Add feedback

  • But changes show up for you to see

If Admin permission:

  • Everything above, plus

  • Invite other people

  • Remove people

  • Change permissions


Managing Your Team

Step 1: Go Back to Permissions

You want to see who's invited to your game.

Click: Permissions again (right side of screen).

You see: A list of everyone who has access to this game.

Step 2: View Your Team

You see each person and their permission level:

  • Sarah (Collaborator)

  • Mark (Viewer)

  • Jessica (Editor)

  • Your name (Admin or Owner)

Step 3: Change Someone's Permission

If you need to change what someone can do:

Find: Their name in the list.

Look for: A dropdown menu or edit icon next to their name.

Click: The permission level.

Select: The new permission you want to give them.

Example: You invited Sarah as a Viewer but now she needs to edit. Change her to Collaborator.

Step 4: Remove Someone

If someone should no longer have access:

Find: Their name in the list.

Look for: An X icon, delete button, or remove option.

Click: To remove them.

What happens: They can no longer see this game. They get no notification (unless you tell them separately).


How Collaboration Actually Works

What They Can Edit

Your team member can change:

  • Game title and description

  • Hooks and elevator pitch

  • Game metadata (player count, duration, etc.)

  • Media (upload new images)

  • Rules (write or edit)

  • Components

  • Versions

  • Notes

  • Playtests

What They Can't Change

Your team member cannot:

  • Delete your entire game (you can do that)

  • Change permissions (unless they're Editor/Admin)

  • Change billing or plan (that's your account)

How You See Their Changes

All changes happen in real-time.

Your team member edits the rules. You see the updated rules instantly. No refresh needed. No "sync" button. Just instant updates.

You can also see who made changes. If you look at the edit history, you can see "Sarah edited this on March 15" or "Mark added this image on March 10."


Real Examples of Team Collaboration

Example 1: Working with an Artist

What you do: Invite your artist as a Collaborator.

What they do:

  • Upload box renders to Media

  • Upload card artwork

  • Upload component images

What you do:

  • See their uploads instantly

  • Toggle them public or private

  • Use them in your catalog

Result: Professional-looking game without email exchanges.

Example 2: Working with a Co-Designer

What you do: Invite them as Editor or Admin.

What they do:

  • Update game mechanics in Game Info

  • Rewrite rules

  • Add notes about design decisions

  • Set up playtests

  • Invite playtesters

What you do:

  • See all changes instantly

  • Review and discuss

  • Make decisions together

Result: Truly collaborative design process.

Example 3: Publisher Monitoring Your Game

What you do: Invite the publisher as a Viewer.

What they see:

  • Your game info

  • Your media and how it looks publicly

  • Your rules

  • Your playtest feedback and results

  • Your component list

What they can't see or do:

  • Private notes

  • Edit your game

  • See your internal discussions

Result: Publisher can monitor progress without interfering.

Example 4: Playtest Coordinator Managing Feedback

What you do: Invite your playtest coordinator as a Collaborator.

What they do:

  • Create playtests

  • Set up feedback forms

  • Share forms with playtesters

  • Collect responses

  • Add notes about what happened

What you do:

  • Review all feedback

  • See patterns

  • Decide on changes

Result: You focus on design. They focus on organization.


Tips for Successful Team Collaboration

Tip 1: Be Clear About Permission Levels

Before inviting someone, decide: Do they need to edit or just view?

A playtest group? Probably Viewers. A co-designer? Probably Editor. An artist? Probably Collaborator (they upload but don't change design decisions).

Tip 2: Use Notes for Team Discussions

Instead of emailing back and forth, use the Notes section.

You write: "Consider adding a solo mode—Sarah suggested this"

Your team sees it immediately in Boardssey.

They respond: "Love this idea. Let's test it in v3"

Everything stays connected to the game, not scattered in emails.

Tip 3: Communicate Your Vision

When inviting someone, tell them what you need.

Email them: "Hi Sarah, I've invited you to Dobro in Boardssey. I'd love you to review the component art and suggest improvements. Focus on clarity and color balance. Thanks!"

They know exactly what to look at and what to do.

Tip 4: Regular Check-Ins

Even though everyone can see changes in real-time, schedule occasional check-ins.

Weekly call, Slack message, or video chat.

"What do you think of the changes? Anything confusing? Any ideas?"

Real-time updates don't replace communication.

Tip 5: Version When Things Change

When your team makes a major update, create a new version.

Instead of "We kind of changed things," you have "v2.0: Updated art and component size per artist feedback."

This creates clarity about what changed and when.


Common Questions

Q: Can I invite someone who doesn't have a Boardssey account?

A: Yes. They get an email invitation. They click the link, create a Boardssey account if needed, and accept. Easy.

Q: Can I invite the same person to multiple games?

A: Yes. Invite them to each game separately. They'll see all the games they're invited to in their Games list.

Q: What if I change my mind and want to remove someone?

A: Go to Permissions, find their name, and remove them. They lose access immediately. If you want to re-invite them later, you can.

Q: Can someone I invite turn their permission level up on their own?

A: No. Only you (as Admin/Owner) can change permission levels. They can't give themselves more power.

Q: What if my team member leaves the team? Do I lose their work?

A: No. Everything they created stays in your game. Their uploads, notes, edits—all still there. You just remove them from the permission list so they can't access it anymore.

Q: Can multiple people edit the game at the same time?

A: Yes. If Sarah is editing the rules and Mark uploads a new image at the same time, both changes go through. Boardssey handles simultaneous edits.

Q: What if there's a conflict? Two people changed the same thing?

A: In most cases, the last person to save wins. For important changes, use the Notes section to discuss before making edits.


When to Expand Your Team

Start solo: One designer, organize your game, test it yourself.

Add a playtest coordinator: Someone to manage playtests and feedback (around your 2nd or 3rd playtest).

Add an artist: Once your game concept is solid and you need better visuals (for pitches or publishers).

Add a co-designer: If you want another creative mind involved or need another perspective.

Add a publisher: If you're being considered for publication, they might want access.

Add collaborators as needed: Freelancers, specialists, advisors—bring them in when it makes sense.


Next Steps

  1. Identify your first team member. Who would help your game most right now?

  2. Send them an invite. Give them the right permission level for what they'll do.

  3. Tell them what to expect. Send them a separate message explaining what you'd like them to work on.

  4. Give them time to accept. They get an email. They accept. They see your game.

  5. Start collaborating. They can edit, upload, add notes—whatever their permission allows.


You're Ready

You now know how to bring your team into Boardssey.

No per-person costs. No complicated setup. Just invites and permissions.

Great games are rarely made in isolation. Bring in your team. Your game will be better for it.

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