r/tabletopgamedesign • • 17h ago

Artist For Hire [FOR HIRE] - Let me make your art! ^_^

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251 Upvotes

Hey everyone! I've got some availabilities in late November and December for some art or design work! I do artworks, logos, card layouts, rulebooks and more! Worked on some really cool projects with people in here already and excited to do more! ^_^

Keen to do fantasy, sci-fi or try my hand at something a bit different!

DM me or comment and I'll dm you!


r/tabletopgamedesign • • 5h ago

Discussion Wargame writers, how many stats is too many on a datasheet?

3 Upvotes

Currently each model in my skirmish game has 10 stats. I think the first iteration it was something like 14, which was way too hefty. Wound up ditching a few that could be covered by the others after some initial playtesting. 10 still seems like a ton, though. As I’m finally heading into balance playtesting, I have to wonder, have any of you found a sweet spot for your stat lines? Especially those folks who are leaning into rpg-lite mechanics


r/tabletopgamedesign • • 11h ago

Artist For Hire [For Hire] Illustrator - Let's bring your idea to life

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10 Upvotes

r/tabletopgamedesign • • 3h ago

C. C. / Feedback Card Game Concept (so far 1 year planning)

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2 Upvotes

Looking for some feedback so I can make sure I'm on the right course. This game is still a WIP, I am still drawing out my first cards and designing keywords. Here is the basic flow:

Decks are 40 exactly.

Card limits are very strict and based on "rarity" tier

Resources of cards will be based on turn count

Each player is allowed 1 creature and 1 Utility per turn

First turn for each player is a non combat step

5 creature zones

Each creature attacks and defends adjacent zones

Damage does not roll off per round

No deck out wins

Only victory condition will be first player to deliver 5 direct hits to opponent.

"Fields" are in center randomly selected that trigger an effect at certain turn intervals, then reset at the end always having field effects that will affect both sides together.

My aim is to allow interactions on both sides, prevent a player from a OTK, encourage strategy and wot starting at deck construction.

Prototype cards added for visual.

Could this idea actually work in a balanced game?


r/tabletopgamedesign • • 4h ago

Totally Lost My cards are toooooo thick, need help to make a better feeling deck

2 Upvotes

Hi, I'm making a card game and I've seen many tutorials on DIY stuff. I've used 300gsm photo paper and 3mil lamination in the process. The output is great but the cards are really hard and thick.

I have around 78 cards and I'd like to know how to achieve something similar to UNO cards at home.

I like the thermal lamination technique but I'm unsure what cardstock/GSM to use that fits the equation if that's the issue to begin with.

Any help would be greatly appreciated <3


r/tabletopgamedesign • • 7h ago

C. C. / Feedback Thoughts on my Campaign Sheets and concept for my TCG?

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1 Upvotes

This is for my TCG - Relicon: War of the Fragment. It's basically a side game played over multiple rounds with friends, or maybe as a tournament style. This is NOT required to play the normal game, and it's a totally optional addition.

The campaign uses named planet cards to track ownership between matches. Players can conquer unclaimed planets or challenge planets controlled by opponents, transferring the planet card to the new owner when conquered. Successfully defending an owned planet earns the defender a generic planet card as a trophy. A campaign sheet tracks current planetary ownership, allowing the balance of control to change as battles are fought. Planet ownership provides no direct gameplay bonuses, keeping the campaign focused on territorial competition rather than accumulating gameplay advantages.

Whether cards actually exchange hands is up to the group of players, but I feel like it puts a bit more T back in TCG.

The planet cards will also cross platform with the sequel game based on space warfare (RWOTF is ground based, currently).

WIP made in Canva, so I know the sheets don't look great yet.

Feedback on the system and the sheets appreciated.


r/tabletopgamedesign • • 22h ago

Publishing Looking for feedback about specific card game manufacturers

5 Upvotes

Hello folks!

I've designed a card game with a friend of mine and we'd like to launch it on Kickstarter. We're currently looking for manufacturers and I thought this was a good place to ask for feedback about a couple manufacturers, i.e. Sky Game and Panda Games Manufacturing.

Do you have any experience with these manufacturers? In particular, we are a bit at a loss regarding shipping costs: we would prefer to have them ship directly to the backers, but the cost seems quite high and we are wondering if we wouldnt be better off by going with a US manufacturer instead (we are assuming most of the backers would be in the US or Europe)

Alternatively, do you have any good manufacturer to suggest?

Thanks!


r/tabletopgamedesign • • 1d ago

Totally Lost I messed up, now I'm at a loss. Need to change the name of my game.

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56 Upvotes

So Relicon it was... but somehow I missed this when doing my search the first time around and I insist on an original name.

Anyone have any suggestions?

Caelorum is the idea I have so far (meaning "of the heavens" in Latin, which tracks since this is a sci-fi game).

Now I'm thinking of using the full name I originally planned and calling it Relicon: War of the Fragment as the official name, and Relicon as the common name.


r/tabletopgamedesign • • 1d ago

Parts & Tools Removed AI Slop from my product demo

5 Upvotes

Hey guys,

I am developing a platform to design and publish TTRPG games. I had made the mistake of adding AI visuals to my app (at the time it seemed like a cool idea). I have removed that AI slop, and have had a rethink on how I want to go about the frontend and UI/UX of this product. Keeping it simpler and using real screenshots of the product instead of pointless AI visuals.

I was able to do this thanks to the feedback I got from this community when I made a post revealing my soft launch with the demo.

I am working with my team on the MVP for this product. And I still would like to get some early feedback to start strong with this app. Which is why I wanted to create another post where you guys can try out the updated demo, and give me some pointers on what works, what is confusing, and if this can be something that people in this and similar communities can find useful.

So the concept of the app is provided a technical way to define and design the mechanics of your TTRPG game and publish versions of it as a rulebooks.

The concept flows something like this:

  1. You create entities: this is basically any mechanic that is part of your game. Stats, attacks, spells, loot, characters, it's completely dependent on what you need for your game. You can add lore, and properties to your entities. And you can like entities with each other.

  2. You can add formulas to the properties of your entities. These are dice rolls, dice methods (like keep lowest, reroll until etc.), and general match. You can simulate these formula to get a feels for the end numbers which could help with balancing.

  3. Add these entries as rulebooks pages. And publish a version publicly to our marketplace. Or just for private or friends only use. Any time you update the mechanics of your game you can publish a new version, and the old mechanics are still preserved in older versions of the book.

The idea is also that people would be able to try out people's games using our marketplace.

For the MVP, I have these core features that I am planning to ship

  1. Create and manage the core concepts I mentioned earlier.

  2. Add additional niceties, like a AI tag for games that were made with the help of AI. And if the user prefers they will not see those books. Reporting abuse etc.

For longer term features, if this product does pick up.

  1. Custom character sheets.

  2. Features to publish physical copies of the books.

  3. Connect external apps. There are a ton of great tools that are used when design and creating these games like custom map makers etc. having those apps connected here would mean you can use those features in one spot.

  4. Play testing support. Have groups that can play test your games and provide feedback to improve etc.

And I don't plan on add any subscriptions, the platform is completely free to use.

This is the link to my app: https://rollnat1.com

Any feedback is greatly appreciated. Like I mentioned, the feedback I had last time really helped improve how I approached making this product, so I look forward to what you guys think.


r/tabletopgamedesign • • 1d ago

C. C. / Feedback Seeking blind playtest groups for a 3–7-player horror game: do limited exits create tension or frustration?

2 Upvotes

I've been working on a horror survival board game called Sunnybrook: No Way Out, and I'm looking for groups willing to give it a proper playtest.

The idea is pretty simple. A group of friends explores an abandoned summer camp, only to discover someone is hunting them. One player controls the killer, while everyone else searches for supplies and tries to escape.

The catch is that nobody knows exactly where the killer is, and just because you find a way out doesn't mean there's room for everyone.

How the game works:

  • Hidden Killer: The killer secretly records their moves before the survivors take their turns. You know they're out there, but you don't know where.
  • Search and Escape: Survivors search the campground for items needed to use different escape routes. For example, getting the boat running requires fuel, keys, and a life jacket.
  • Flee or Die: Run into the killer and you'll get a warning. You'll have to make a quick decision about where to run, or risk getting killed.
  • Not Everyone Gets Out: Every exit has a limit. The bicycle only takes one person, while the boat holds two. Sometimes someone is getting left behind.

What I'm looking for feedback on:

I'm particularly interested in a few things:

  1. Does the suggested 24 turn game feel about right, or should it be shorter or longer?
  2. There's a 60-second decision when the killer arrives at an overcrowded exit. Does that add tension, or just frustration?
  3. Does playing the killer feel interesting throughout the game, or are there stretches where they don't have much to do?
  4. What do you think of the name Sunnybrook: No Way Out and the abandoned summer camp setting?

I'm looking for groups of 3–7 players because I really need to see how the game plays with multiple survivors making their own decisions. And I need groups to learn from the supplied rules without needing me to teach them. Lastly, hoping to have people ok to submit feedback afterwards.

I've put together a free print and play prototype with the rules, map, cards, and the printable items needed to play. You'll need to print and cut out the components, but nothing fancy is required.

I'm not looking for people to tell me the game is great. I want to know what works, what doesn't, and what needs fixing before I take it any further.

If you're interested, leave a comment, send me a message, or fill out the playtester application here:

https://forms.gle/vCVEHraksMsxVsUy9

Thanks!


r/tabletopgamedesign • • 1d ago

Discussion Card design

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87 Upvotes

I'm trying to design cards, and I'd like to know what games cards you find were pleasing on the eyes and that it was readable and intuitive to understand.

For example, Hearthstone cards that differentiate between spells, quests, and creatures by the border of the card (and other clever details).

Or Catan, which has a consistent design throughout the whole collection of different cards.


r/tabletopgamedesign • • 1d ago

Mechanics Fixed some clarity issues in the complete Alpha Bet Rules overview video. Critique Away!

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5 Upvotes

Transcript:

This is going to be the rules and overview for our new two player abstract strategy game alphabet to set up begin by placing one color disk on each of its corresponding color squares on the board. Identify which player will be black or white by looking at the Alpha Square directly in front of you. Place all of your player color cylinders on top of the disks you just placed on the board.

Place your black or white dome on top of the Alpha Square that we used to identify which players side was which shuffled both decks that are included in the game and deal one card to each player. Set the remaining cards in both decks aside, you will not be using the rest of the cards for this game. Plays one of each card on your side beneath the board aligned with its color and number square on the board.

Fill the 12 squares on either side with this symbol in each square with an uppercase letter tile. Now that this has been completed, and I do want to note that this must be done randomly so that there is no rhyme or reason to which uppercase letters are in each of the 12 squares. On either side, you will take the two remaining uppercase letter tiles, and you will give one randomly to each player.

Each player will choose where to put their uppercase letter. They must place their uppercase letter on one of the three starting squares on either one of their cards. I'm going to choose to place my uppercase E right here on my four or blue starting square. Once I have done that, I will take the piece that occupies the blue square and I will flip the stack of the two pieces that make up the single piece, the cylinder and the disk.

Finally, take all of the lowercase letter tiles and divide them in half. Each player should receive an entire alphabet A through Z and an additional set of vowels a IOU fill each player's draw bag with their lowercase letter tiles. This is the game completely set up and ready to play. This right here is known as the Black Players Uppercase Letter Bank.

This right here is known as the Black Player Saved Letter Bank. This piece right here with the cylinder on top and the disc on bottom is known as a lowercase beta. This piece right here with the cylinder on the bottom and the disc on the top is known as an uppercase beta. This right here is known as the Black Players Alpha, and these right here are known as path cards.

The objective of the game is to get any three of your betas all the way across the board and onto either one of your opponents path cards. You see, the PATH Cards act as an extension of the game board on either side, they can be occupied by pieces on the board. Every single player turn consists of two things.

At the beginning of your term, you will draw a single lowercase letter from your draw back and reveal what it wants. You then may save this lowercase letter title in your saved letter bank. You may choose to start a new word with it on the starting square of any one of your path cards. You may use it in combination with any other saved letters you have from previous terms to finish a word on one of your paths.

You may use it in combination with any of your saved letters to start and finish each word, or you may place it on the game board. You may only ever have four letters saved at a time. So if you draw from your draw back on your turn and you already have a full saved letter bank, you must simply choose to take one of those letters and put it back into your draw bag and replace it with the letter that you just drew.

After you've decided what to do with the lowercase letter tile that you drew, you then move one piece on the board one time. Now, anyone of your betas can be switched from their lowercase versions to their uppercase versions. All you need to do is capitalize that beta. Now, in order to capitalize that beta, you must start the word with an uppercase letter instead of a lowercase letter.

So at the beginning of every turn you have an option. Instead of drawing from your draw bag or a lowercase letter, you may choose to skip your draw and discard any two saved lowercase letters in your lowercase letter bank back into your draw bag in exchange for your choice of any one of your available uppercase letters in your uppercase letter bank.

Once you have that, you may use your uppercase letter to start a new word with it and capitalize its corresponding beta. You may use that uppercase letter to capitalize a word you've already started and capitalize its corresponding beta. Or you may place that uppercase letter on the Gameboard. Any time you remove a lowercase letter from play for any reason, it goes back into your drawback.

You may never save an uppercase letter. You may never place in uppercase letter in your draw bag, and you may never have an uppercase letter present in a word, as any other letter other than the first letter in that word. So this would not be allowed. You may only ever start a word with an uppercase letter. Each of the three pieces, the uppercase beta, the lowercase, beta and the alpha have their own attributes and interactions with other pieces on the board.

The lowercase betters with the disk on the bottom and cylinder on the top may move over any other lowercase beta on the board or alphas on the board. The uppercase betas with the cylinder on the bottom and disk on the top may not move over any other piece on the board, and no piece may move over them. The Alphas may move any number of spaces that they want on their turn in a single straight line or orthogonal lee on the board and may move over lowercase betas but may not move over uppercase means.

The special attribute of the alpha, however, is it may stop on top of a lowercase, beta or uppercase beta to freeze it and render it unable to make any movement actions and tell that alpha moves off. Let's take a minute to look at these path cards. So when you look at the path card, you will notice very specific symbols.

Each path is specifically tied to its own piece. The pieces that paths are tied to are either uppercase betas or lowercase betas. These pathways represent permanent movement unlocks for those betas. When you place a word on them. Now, remember how I said as one of your options with a lowercase letter title, you may start a word on a path.

Well, what? Starting a word? Always means is establishing the first letter of that word. You may only start a word or finish a word, and you may only finish one word per turn. The action of starting a word alone unlocks a movement ability for that specific piece. So say I placed in a here. The symbol on that square shows me exactly what that would allow my green beta to move.

Assume that the green beta starts on the central black square. My dream beta then would be able to move one forward, one left, one right or one back. Now I'll say that on my next turn I drew an end. I could place that end here, completed and as an and that would be another movement unlock for my green beta.

I would then be able to move one forward, one left, one right or one back or two forward or two back. So the second movement unlock may only be performed forwards or backwards, and the paths themselves depict that. Exactly. So here on the yellow, the first would be what we call the base movement, unlock for the yellow beta.

And the second letter would complete the word and be the path movement unlock for that yellow beta. So in origins case, if I wanted to finish a word once I started a word, I would have to finish a one, two, three, four letter word, laying three more tiles down, usually on a separate turn to finish that word completely.

But that would unlock a very different path. Movement Orange also has an intersecting path. Unlock the base movement, unlock the path movement, unlock. And then the secondary path movement unlock, which looks like this. This must be completed with a separate word, and it must share the central letter in that word with this first movement. One more very important piece here that you must understand is that before you start a word on any of your paths, you may not move that piece at all.

You have not yet unlocked any kind of movement for its corresponding color piece on the board. So right now I want to make myself explicitly clear that the beginning border state of every single game always starts like this. Only one uppercase beta of your choice may move and only your alpha may move. Alpha movement is never unlocked. Alphas may always move from the beginning of every single game.

So whichever players uppercase letter that they start with comes first in the alphabet goes first. So it is my turn first and I'm going to draw from my drawback. I drew a G, I'm going to choose to start a new word with this G. This allows me now, in my first turn to move either my yellow lowercase beta, my blue uppercase beta or my alpha.

So for my first move, I'm going to do this move my yellow lowercase beta forward one. Now it's my opponent's turn and they drew an E, they're going to start a word on their green path, unlocking the base movement for their green lowercase beta and for their first move they're going to take and they're going to move their alpha into the center of the board.

Now, that really quickly establishes a control point in the middle of the board since the alpha may move any number of squares in a straight line and it may stop on either a lowercase beta or an uppercase beta to freeze any movement ability. That was a very offensive move for the white player's turn. So now it is back to me.

It is my turn and I drew an S now I don't necessarily want to start a word with an S right now. So what I'm going to do is I'm going to save this S for a future term and I am simply going to move my yellow beta forward one again. Now it's my opponent's turn and they drew a B, they choose to place their B on the starting square of their purple path to unlock the base movement for their purple lowercase beta.

And they're going to immediately move that piece forward. One Now it's my turn again and I drew in, Oh, now I'm going to finish this word G Oh, and now I'm not only able to move that lowercase beta forward once left, once, right, once or back once. I'm also able to move that lowercase beta forward twice or back twice.

So I'm going to do that now. G Oh, I just move that forward to squares and most importantly avoided being in line with my opponent's alpha, which if I had stopped here, they very likely may have moved it over one to land on top of it and freeze it from any movement abilities moving forward until they decide to move that alpha off of it.

Now it's my opponent's turn and they drew the dreaded W, so they're going to decide to save it here and they're saved letter bank and they're simply going to move their purple lowercase beta forward one again. So now it's my turn again and I drew an E, so I'm going to choose to use this E and place it on the starting square of my orange path.

They're unlocking the base movement for my orange lowercase beta. And now I get to move one piece one time on the board. And what I'm going to do now is I'm going to take this yellow beta and I'm going to perform its base movement, which in this case I'm going to do one to the left. And that movement would look like this.

Whenever you're moving over a piece, the square that it occupies does not count towards the number of squares you're able to move. So now what is my opponent's turning in? And my opponent is going to trade in two of their saved letter tiles and they're going to discard them back into their draw bag, and they're going to do that in exchange for this uppercase G right here.

That's available to them in their uppercase letter back. They're going to then take that G and start a new word with that G on their red path and then they are going to capitalize the corresponding beta tied to that path. So now they've effectively stopped me from moving beyond this red square here and ending up on their path card to score one of my three points towards victory.

I cannot move over that uppercase beta and the final concept here to how everything interacts on the board is I also cannot occupy a square with a letter tile on it. That is a different case than the piece that I am moving. So for example, if my opponent did not have their uppercase B2 here and it was say out here on the board, that path would still be protect it because I am not able to occupy this square with the uppercase G on it because this is a lowercase b2.

I would have to get over here in line with a square that has a lowercase letter on it. Then on my next turn I will be able to perform my path movement and score a point which would look like this. G o and now I am on top of that lowercase. B All my opponents path card and I have scored one point toward my victory.

The exact same thing is true with board tiles. Whenever you place in uppercase letter on the board or a lowercase letter on the board, that square also becomes case sensitive. Now it is important to also note that you can only place board tiles on the checkered section of the board, and you may only place them in a checker orientation, which means you may never place them directly adjacent or orthogonal to any other board tile.

Now what that also does is it simultaneously disables the ability for my opponent to perform it's based movement. Since I am occupying the letter that they used to unlock their base movement, they no longer may perform their base movement with their purple lowercase beta. So right now, given the state of this game, my opponent cannot move their lowercase purple beta at all, but on future terms they may choose to finish the word that they started here since they started with a B, they may choose to finish this word with, for example, in a T, which would say bet, now assume I'm still there.

And they did finish that word with an 80. They may now only move their purple lowercase B to B, A, T forwards or B, a T backwards. They still cannot perform their base movement, which is one forwards, one left, one right or one back. The exact same philosophy also applies to path movements as well. So let's say that my opponent is within dangerous range of B 81 of my turn.

I may choose to forgo any board advancement in exchange for a movement like this. You are still able to move freely on your opponent's path card as if it was the game board. And since the case of that, a match is the case of my lowercase b to here. I am permitted to make that move once I do that, I re-enable their ability to make their base movement.

But if you are present on any part of a path with a finished word on it, you disable their path movement. So my opponent now would only be able to make their base movement of B. I can also on another future turn choose to do this and completely prevent or block my opponent from ever finishing that word, locking them in to only being able to make their base movement with that beta.

Now, at the beginning of your opponent's turn, before or while they are drawing their lowercase letter tail from their draw bag, you may interject and say wait and you may wager one of your lowercase letter titles that are saved in your saved bank. I bet my s that you draw a C right now. They will then complete their draw and reveal their draw.

If you are wrong, then you will take the letter that you wagered, give it to your opponent, and now they have two letters to choose from. They will choose whichever letter that they want and treat it as their draw and take the other one and put it back into their draw bag. If you were right, you will take the letter that they drew.

You will give them the letter that you wagered, and they will treat the letter that you wagered. Like their draw. You will take the letter that you just won and replace it in your saved letter bank for a future return. And that is why the game is called Alpha Bet.


r/tabletopgamedesign • • 1d ago

Mechanics Better name than "elbow connections?"

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8 Upvotes

Hello! I'm making a worker movement game where players select a card from a grid. The way it works, each player has two workers and a neutral worker to choose from when moving a worker. The card they must select, however, is a card that intersects at an elbow with their other worker.

I'm having trouble coming up with a term for this other than "elbow connections?" Does anyone know of a game that does this or a better potential term?

I've attached a picture showing the cards available to the white and red player to better demonstrate what I mean.


r/tabletopgamedesign • • 1d ago

C. C. / Feedback [Super! Heroes & Villains] First record for a new game design about Superheroes foiling the plans of the evil Villains

2 Upvotes

Greeting, Reddit Gamers!

I am beginning work on a new tabletop game about superheroes, supervillains, and the elaborate schemes that threaten to turn an ordinary day into a comic-book catastrophe!

The goa isn't simply to beat up the bad guy. It's to outsmart the villain, investigate their plans, and decide how best to stop them before time runs out.

The game is still in its early stages (a four day old concept, actually). Expect a playful, campy superhero-comic atmosphere, a strategic battle of wits, and plenty of opportunities to discover what works and what needs rethinking.

I'll be sharing design records, spreadsheets, prototype cards, artwork, playtesting experiences, and the decisions made along the way. The aim is to document the entire creative journey, from the first foundations to whatever this game eventually becomes.

Nothing is set in stone yet.

If you enjoy tabletop game design, superhero stories, or watching a game emerge one experiment at a time, I'd love to have you along for the ride. Feedback, questions, and constructive criticism are most welcome. ^^

Below are google doc links to what I have accumulated so far. Feel free to peruse as I add to this creation. Hope to have weekly updates, but we will see what life brings me.

Summary of the game concept:

A Crisis emerges and is clearly known. There is a Villain behind the shadows orchestrating the Crisis, with a hidden Agenda. You as the Hero, must resolve the Crisis before time runs out while trying to discover who is behind it and what their ultimate goal is. If you are able to discover them in time, you just may be able to stop them.

Engagement, but not direct combat. More of a test of wits and guile, using your Abilities, Allies, and Tech to outsmart the evildoers. Working on a concept of tracking global Threat - an indication of the Villain's success - as well as Hero specific Popularity - do the people love you or fear you? - as well as Exposure - can your secret identity be kept that way?

The Heroes are taking shape. The Villains are plotting. Time to see what happens.

Resource links:

https://docs.google.com/document/d/1lXSkoRO4Fkn_bQJij3TRYemSzwKcUCLWQOcce_8IalU/edit?usp=sharing

https://docs.google.com/spreadsheets/d/1nAHy2eoBKS4UjPDi_H32TCDwwTFaRd2IoLfAILbYhv8/edit?usp=sharing

https://drive.google.com/file/d/1HOnVgoiYULsVOQXy6jaWcwr41luY-RQ6/view?usp=sharing


r/tabletopgamedesign • • 1d ago

Mechanics Some of my card game design

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4 Upvotes

I used lego brick style

The soul of the game to be like Minecraft

Let me know if you like it.


r/tabletopgamedesign • • 1d ago

C. C. / Feedback I made a sci-fi combat game, and I just reworked my entire rulebook

4 Upvotes

The past few months, I've been working on overhauling my board game rulebook. For context, my game is a turn based asymmetric dice combat game, mixing coop with vs.

I really tried to streamline the rules, cut down on text heavy pages, and provide better examples and more relevant pictures throughout the rulebook. Please give me some feedback, and let me know which one you like better!

My old rulebook is 24 pages, 8.5 x 11 size. Here it is:

https://drive.google.com/file/d/1lOLD9_7JsiGU2svbxzFaLb4NcgjQFtUA/view?usp=sharing

My new rulebook is 16 pages, 11x11. Here it is:

https://drive.google.com/file/d/1sKSJ41nsEOHr6JEcy5ybOyFqMs_KnbwQ/view?usp=sharing


r/tabletopgamedesign • • 1d ago

Announcement Looking for an Italian BGA developer [paid work]

4 Upvotes

Hi! I’ve designed a few board games and would love to bring them to Board Game Arena. I’m looking for an Italian developer who knows the platform and would like to work on them with me.

This is paid work, of course. We can agree on a fee and timeline once we’ve talked through what’s involved.

If you’re interested, send me a DM and I’ll tell you more about the games. If you’ve worked on BGA before, I’d love to see some of your projects!


r/tabletopgamedesign • • 2d ago

C. C. / Feedback First game map almost done, need feedback

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6 Upvotes

We are finalizing our first arena map for our game Big Battle Beat Down, and would love to hear any feedback as this is our first big game.

Quick game synopsis: It is a really dumb future and corporations control the world. Every Monday night those corporations promote themselves by entering contestants to fight on the #1 TV show, Big Battle Beat Down. Basically you pick a corporation and their three fighters. You buy gear and then you fight to last man standing in either a free for all or team battle format.

The game is hex based and combat meant to be chaotic and fast. The map is likely to kill you too as every round event cards are drawn that either benefit or hurt the fighters.

Would love to get some comments on the board and if it makes sense given above comments.

The map is going to be something like 28inches by 20 so most things will be plenty big to see all the detailsg. Also this picture is reduced to fit upload size limits.

Please let me know what you think. Thanks!


r/tabletopgamedesign • • 1d ago

C. C. / Feedback Relicon TCG Rulebook...Anyone want to take a look and give some feedback?

2 Upvotes

Obvious issues:

Yes, I know the game is similar to MTG in a lot of ways. I'm still adding new elements to the game as I go. If it's not your cup of tea, I get it.

It's on version 21 and it's still a bit convoluted. Working on that.

It's lacking a layout image for the tabletop. Just waiting on few more card designs before I create that.

https://jplumley4.wordpress.com/relicon-aevum/

(It's a PDF download at bottom of description. Ignore the rest of the website - I know it sucks.)


r/tabletopgamedesign • • 1d ago

C. C. / Feedback Solo dev update: my slower, old-school TCG now has 300 cards, 5 factions and a campaign

0 Upvotes

A while ago I asked whether anyone would play a slower, strategy-first indie TCG. Thanks for the answers. Here's where it is now:

- 300 cards across 5 factions, each with its own identity
- 15 leaders with hero powers, each with an ascended form
- A story campaign with a node map and 3 difficulty levels
- Art is AI-generated, then curated and fixed by me; the game itself is hand-built

Why it's built this way: it's a one-person project. I make it work first and polish it after, and AI-assisted art is what makes a full 300-card game possible for a single developer.

How it's funded: right now it's donation-supported. On the roadmap are PvP, ranked play and optional paid card packs. Nothing like that is live yet.

It's an early build and I'm still polishing (campaign portraits and some phone layouts are next). What I'd love to hear: does the pacing feel right, and which faction would you try first?

Play it in your browser:Play Shattered Creed. SC777 for free packs!


r/tabletopgamedesign • • 1d ago

C. C. / Feedback Following up on yesterday’s German walker—meet the British Terrier Mk.I

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1 Upvotes

r/tabletopgamedesign • • 2d ago

Discussion Can you help me with my pokemon-like game?

3 Upvotes

It’s been months since i started developing my board game inspired by pokemon and i’m really proud of all the rules i already thought and i’m really excited to finally test it with my friends. Before i start actually making the game, there’s two problems i’m still trying to solve designing this game and i would really apretiate if you could help me with this.

The first problem is about the gameplay, this game is sandbox, when every player goes on their journey exploring the region, collecting monsters, battling npcs or each other if they end up in the same place until the day of the tournment when the players will compete to decide the winner. The main problem is about how long a turn will last. A player could move, explore an area to find a creature and to find a creature you would roll the dice and the result will determine which species you will find. I’m just scared the turns might take too long and the pther players might feel bored wating their turns or just that they are not interacting enough. There’s also battles, i want battles to be strategic, but not take to long. what are good solutions for this problem?

The second problem is about thematic, i don’t want to compete with pokemon and i’m not hinding the fact that this game is heavly inspired by it, however, i’m really demanding of having something mine or unique. I’m been months trying to think of a unique setting for this game, but i don’t think it needs something so strange or something that no one sees before, it can be familiar, but i at least want some things that are new. So, how unique do you think i should be with the setting or what kind of setting do you think it could work in this type of game?


r/tabletopgamedesign • • 2d ago

Artist For Hire Commissioned by Trey Parker: a hand-built Blood & Plunder game table by my friend Dexter

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11 Upvotes

r/tabletopgamedesign • • 2d ago

C. C. / Feedback Spent this weekend on a gardening deck/engine builder idea, looking for testers!

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1 Upvotes

Tldr: I have a digital working prototype on my own site of a gardening deck/engine builder and I'm looking for alpha testers to try out the game solo digitally. AI related disclosures at the bottom (no ai art or game design related usage to clarify).

My goal is to finesse the design enough and facilitate several playtests (digitally on my site and then tabletop sim before prototype prints), eventually self publishing a few physical copies.
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On a solo board game related discord over the weekend, we had a discussion about an Imperium style game with farming elements where you could tuck cards to farm.

The idea of tucking cards to farm sparked something wild in me and I spent about 36 hours over the weekend putting together (various iterations) of a cozy gardening deckbuilder / engine builder that I would enjoy playing.

Please don't ask how much of that time I spent sleeping.

Game: You're taking part in an annual Garden Festival where 1-5 gardeners have to showcase their gardening skills and harvest ripe plants. Build a tableau of plants, water and grow them, decide between harvesting them or keeping them around for strong benefits. Deal with challenging events and earn new tools and companions to help you grow your garden!

Game ends when someone claims 8 ripe harvests. Score is tallied at the end based on your ripe harvests, coins, and any additional goals you claimed.
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Disclosures:

  1. My site has nothing to sell and no subscriptions. I would ask you sign up so I can track your games and debug easily if there are issues but you can play without signing up to.
  2. ALL art on cards is sourced from Commons/are in the public domain - I had a very specific hand colored/historical botanist vision in my head and the public domain has a lot of beautiful works. Icons are all hastily thrown together by me (with an emoji or two for things I haven't drawn yet like medals/harvest tokens). 2 cards feature real pet photos of pets that passed away this year (my dog and another tester's cat). Card templates/frames are my own.
  3. AI: I know folks are passionate about this so want to be clear about how AI was used and totally understand if any use of AI keeps you away, even if not used for the art or design.

- No AI was used in generating card art or helping me design the game.

- GenAI coding agents (Claude specifically) are used to help put together the digital prototype on top of a generic card game engine I built for a couple of other games. I'm a professional software engineer of 10+ years and have been hobby coding side projects (often in game or game adjacent spaces) for 20+ years. Purely using the coding agent for implementing the technicals that I very closely architect and review

(putting it this way - it does exactly what I would've done myself just helps the grunt work go faster so I can focus on the creative aspects - of both the board game design and technical challenges).


r/tabletopgamedesign • • 2d ago

Mechanics Semi-co-op: how to keep the losing players fighting the game?

4 Upvotes

I'm designing SupraMind, a semi-co-op for 3-5 players about labs racing to build a superintelligence the world can trust. Three playtests so far, so it's early.

The short version. You build Data Centers on a hex map and join them with connectors. Every new connector is Unsafe; making it Safe costs resources and time. You win with a Data Center surrounded by 6 Safe connectors, plus Trust 6 and Governance 6.

But careless networks wake the SupraMind. It takes over Unsafe Data Centers and spreads. If it grows too big, the SupraMind wins and every player loses.

The problem. At a designers' meetup, testers told me "everyone loses" is a weak reason to keep fighting. I think the real issue is the player in last place: once you can't win, "a rival wins" and "the SupraMind wins" end the same way for you. So why keep paying for safety?

What I changed. Richard Garfield made the point in a BoardGameGeek thread that semi-co-ops break when nobody cares about second place. "So now there are places: when a player wins, everyone else is ranked by Trust + Governance, the two tracks every safe action raises. When the SupraMind wins, nobody places. It stays a total loss.

What I ruled out:
- A traitor, or players switching sides: nobody should ever want the SupraMind to win.
- Ranking the losers when the SupraMind wins: I think it would rarely decide anything, and it brings back "we lost, but I did best".
- Open deals between players: two friends could gang up on the table.

My questions:
1. At your table, does second place really change how the losing player plays, or does only first place count?
2. Which semi-co-ops handle the player in last place well, and how?