Software
What type of content needs localization?
Game Board
The core of your game. Tells you where you are and where you need to go. Players are going to spend a lot of time looking at it, so you better make it good!
Lore
What makes your game stand out? Tell us about all of your different characters and their factions! This is were audiovisual translation meets more traditional forms of storytelling.
Packaging and Box Copy
Ever heard of "Don't judge a book (or a game) by its cover"? Well, unfortunately, people do. The good news is: we can definitely help you make a good first impression!
Website/E-Store
If you're selling your game through non-conventional formats, it's important for users from around the world to understand what they're purchasing. Website localization involves unique aspects of brand, varying customer attitudes in different countries, and diverse legal regulations. We'll help you navigate these factors to ensure you're fully compliant and protected.
Additional Game Materials
Cards, tokens, or any other item that players will use while playing your game. There's a lot of information to craft in so little space, so this is no easy task!
Marketing & Campaigns
Are you using a crowdfunding campaign to help finance your project? Are you promoting your game through any particular multimedia formats? We will work with you to make sure your brand feels enticing to Spanish players.
Rulebooks & Player Guides
Do you need a separate session just to learn how to play the game? No problem! We'll craft instructions that are easy to understand for players of all levels.
Preparing the LocaKit
Have you decided to localize your game? It's time to get all the materials ready for translation. Here we guide you through the creation of a LocaKit featuring all necessary materials to guarantee an efficient workflow.

What is a LocaKit?
A LocaKit is a collection of reference materials that helps translators understand your game and deliver a more accurate, consistent localization.
Think of it as a player's guide for your localization team: the more context you provide, the easier it is to preserve consistency and provide accurate translations.
What should I include in the LocaKit?
Ideally, your Locakit should contain:
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The source text for translation in an editable format (this should be obvious!). We recommend a .docx table or an .xlsx file, unless you use a CMS with in-built translation features. The reason we recommend a table format is because it will allow us to view additional relevant information (such as character limitations or content type) simultaneously while translating.
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A style guide or branding copy which describes the target audience of your game and the tone you want for your translation.
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A glossary or termbase including the most important terms to be used in the game and supporting materials: character names, spells, abilities, you name it! All important terms should ideally be translated before starting the localization of the rest of the materials, so we can create a multilingual glossary which will help us maintain consistency throughout.
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Any other reference materials which you think are relevant: artwork, lore, ability sheets, etc. The more context we have, the better!
Does this seem a bit too confusing right now?
That's okay! This may be your first contact with localization techniques, but that's why we're here. Let us know and we will help you get started.
What makes a good board game localization?
Discover how board game localization differs from other modes of translation and localization and how we can help create a customized player experience.

Genre-saviness
Not all games are created equal. From casual party games to lore-heavy tabletop RPGs, we work closely with you to meet your playerbase at any level and offer them an enjoyable, personalized experience.
Awareness of format-specific constraints
Board game text are heavily limited by their format. We expertly manage character limitations to keep your in-game text short and sweet, and reserve our best flowery language for supportive materials so players can take their time to fully immerse in them!
Thinking outside of the box (no pun intended)!
More than anything, board games should be fun! Because humor is culture-sensitive, we strive to recreate an enjoyable experience that feels native to all players, even if that means rewriting a few jokes to preserve their impact. But fear not: you have control over how much creative input you want from us, and the final decisions will always be yours.
In-context Review/LQA
What is it and why do you need it?
A translation may look perfect on paper, but board games are made to be looked at and played with. LQA (Localization Quality Assurance) makes sure the actual game components look visually appealing and everything works as intended.
What sort of issues does board game LQA look for?
Different formats come with different implementation issues. Common issues in board game localization include, but are not limited to:
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Truncated text.
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Example: your "attack card" is now a "carta de ata..." because "carta de ataque" exceeds the character limitations.
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Text implementation issues.
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Example: a "spell" card wrongly mislabelled as an "attack" card.
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Inconsistent terminology.
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Example: the sorcerer is called "Mago" in the cards, but "Hechicero" in the instructions.
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Contextual issues (where the text contradicts the artwork).
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Example: turns out the Mysterious Rogue was a woman all along (as shown by the card illustration)!
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Unclear or incorrect instructions.
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Example: when playing the game, we realized that "move twice" could be interpreted as "move two pieces one square" or "move one piece two squares".
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What does the LQA process look like?
1. Prepare a prototype for review
To perform an effective in-context review, the localized game needs to be available in a format that can be read, navigated, or played. This may be similar to prototypes used in regular playtesting and, depending on the stage of development, this may include:
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Print-ready PDFs: The most common option. Reviewers check cards, boards, player aids, rulebooks, and packaging in their final layout before production.
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Tabletop Simulator (TTS) Module: A digital version of the game that can be played online, allowing reviewers to assess terminology, readability, and player experience during gameplay.
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Component Files and Layouts: In some cases, reviewing InDesign files, card templates, spreadsheets, or artwork files may be sufficient to verify terminology, text fit, and consistency before a playable prototype is available.
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Tabletopia Build: Similar to TTS, this browser-based platform enables reviewers to experience the game in context and identify localization issues during play.
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Print-and-Play Prototype (PnP): A printable version of the localized game that reviewers can assemble and test physically.
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Physical Prototype: A pre-production copy of the game. This provides the most realistic review environment, allowing reviewers to evaluate every component exactly as players will encounter it.
Depending on the budget and stage of your project, your prototype may look different. However, the more closely the review environment resembles the final product, the easier it is to identify issues that might affect the player experience.
2. Playtesting and issue reporting
Unlike in videogame QA, there is no standardize set of procedures for issue reporting in board game playtesting. Upon receiving your material, we will perform test rounds as needed and create a log of all of the issues found. We will generally work in a way that is most convenient for you, but these are some common methods to keep track of issues:
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Excel or Google Sheets
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Comments and annotations directly on PDF or InDesign files, when provided
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Shared project management tools such as Jira, Trello, Asana, or Monday
3. Final validation
Once changes have been implemented, a final review is conducted to confirm that all issues have been resolved and that the localized version is ready for production.
Why do localization issues happen and how to prevent them?
In such a complex process as the creation of a board game, there is always a margin for error at any step of the process. Taking a proactive approach can help minimize these issues. Here are some reasons why localization problems may arise:
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Lack of information: Translation is heavily context-dependent, especially in a dynamic format such as a board game. When you are working on a block of text, it is difficult to imagine what the text will look like. Providing as much information as possible (such as character limitations, location of the text in game and reference images) will help prevent such issues.
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Outdated references: It may be, for example, that a character's name was changed for marketing reasons, but the glossary was never updated. To prevent further issues down the line, we work closely with you to maintain all relevant information up to date and ensure consistency.
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Human error: Art speaks to us because it is a uniquely human creation. However, precisely because we are humans, we are bound to make mistakes sometimes. At Press Play, our approach is to be aware that they can occur and work proactively to identify and remediate them as soon as possible.




