Where does the audience for sports-themed tabletop games actually live?

I've been deep in building a golf print and play for a while now (that I hope to turn into a tabletop game), and I keep running into a question I don't have a good answer to: who is this actually for, and where do they hang out?

Golfers are my gut answer, and it makes the most sense. But golfers (from my exp) mostly aren't tabletop people. they're on golf subreddits, golf Discords, watching golf YouTube. They're not browsing BGG or Itch for print and play golf games.

Meanwhile tabletop/board game communities skew really hard toward a few genres (from my perspective): you've got party games, fiction (fantasy/sci-fi), deckbuilders.

Gregg Jewell, who made Galdor's Grip, also has a couple of golf-themed titles: Bookmark Golf and Tournament. They just don't seem to get anywhere near the same attention or conversation as his fantasy stuff. Genuinely well-made games from a designer people clearly respect, and the golf ones still feel like they're flying under the radar compared to the rest of his catalog.

Feels like it kind of proves the point - even coming from someone with an established audience, the sports theme doesn't carry the same pull as fantasy does in this space.

And look, I get it, if I didn't love playing golf, maybe I wouldn't try someone's golf themed game. There's clearly a divide between people who love sport and people who love tabletop. I'm someone who likes both and want to bridge the divide.

So I'm stuck between two audiences that don't obviously overlap:

  • Golfers who love golf but don't necessarily think in "tabletop" terms (where do I give them a game?)
  • Tabletop players who love games but don't necessarily care about golf, or sports at all

Makes me wonder if you kind of have to already love the sport to seek out a game like this in the first place — like the crossover only happens for people who were already living in both worlds, rather than a game converting someone from one side to the other.

Anyone here made a sports-themed game and found where their actual audience was hiding? Did it end up being more sports fans who happened to also like games, or more board gamers who happened to like the sport? Curious if anyone's cracked this, or if it's just a genuinely small, hard-to-grow niche.

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u/OmegaKai_22 — 8 days ago

Where does the audience for sports-themed tabletop games actually live?

I've been deep in building a golf print and play for a while now (that I hope to turn into a tabletop game), and I keep running into a question I don't have a good answer to: who is this actually for, and where do they hang out?

Golfers are my gut answer, and it makes the most sense. But golfers (from my exp) mostly aren't tabletop people. they're on golf subreddits, golf Discords, watching golf YouTube. They're not browsing BGG or Itch for print and play golf games.

Meanwhile tabletop/board game communities skew really hard toward a few genres (from my perspective): you've got party games, fiction (fantasy/sci-fi), deckbuilders.

Gregg Jewell, who made Galdor's Grip, also has a couple of golf-themed titles: Bookmark Golf and Tournament. They just don't seem to get anywhere near the same attention or conversation as his fantasy stuff. Genuinely well-made games from a designer people clearly respect, and the golf ones still feel like they're flying under the radar compared to the rest of his catalog.

Feels like it kind of proves the point - even coming from someone with an established audience, the sports theme doesn't carry the same pull as fantasy does in this space.

And look, I get it, if I didn't love playing golf, maybe I wouldn't try someone's golf themed game. There's clearly a divide between people who love sport and people who love tabletop. I'm someone who likes both and want to bridge the divide.

So I'm stuck between two audiences that don't obviously overlap:

  • Golfers who love golf but don't necessarily think in "tabletop" terms (where do I give them a game?)
  • Tabletop players who love games but don't necessarily care about golf, or sports at all

Makes me wonder if you kind of have to already love the sport to seek out a game like this in the first place — like the crossover only happens for people who were already living in both worlds, rather than a game converting someone from one side to the other.

Anyone here made a sports-themed game and found where their actual audience was hiding? Did it end up being more sports fans who happened to also like games, or more board gamers who happened to like the sport? Curious if anyone's cracked this, or if it's just a genuinely small, hard-to-grow niche.

reddit.com
u/OmegaKai_22 — 8 days ago

Where does the audience for sports-themed tabletop games actually live?

I've been deep in building a golf print and play for a while now (that I hope to turn into a tabletop game), and I keep running into a question I don't have a good answer to: who is this actually for, and where do they hang out?

Golfers are my gut answer, and it makes the most sense. But golfers (from my exp) mostly aren't tabletop people. they're on golf subreddits, golf Discords, watching golf YouTube. They're not browsing BGG or Itch for print and play golf games.

Meanwhile tabletop/board game communities skew really hard toward a few genres (from my perspective): you've got party games, fiction (fantasy/sci-fi), deckbuilders.

Gregg Jewell, who made Galdor's Grip, also has a couple of golf-themed titles: Bookmark Golf and Tournament. They just don't seem to get anywhere near the same attention or conversation as his fantasy stuff. Genuinely well-made games from a designer people clearly respect, and the golf ones still feel like they're flying under the radar compared to the rest of his catalog.

Feels like it kind of proves the point - even coming from someone with an established audience, the sports theme doesn't carry the same pull as fantasy does in this space.

And look, I get it, if I didn't love playing golf, maybe I wouldn't try someone's golf themed game. There's clearly a divide between people who love sport and people who love tabletop. I'm someone who likes both and want to bridge the divide.

So I'm stuck between two audiences that don't obviously overlap:

  • Golfers who love golf but don't necessarily think in "tabletop" terms (where do I give them a game?)
  • Tabletop players who love games but don't necessarily care about golf, or sports at all

Makes me wonder if you kind of have to already love the sport to seek out a game like this in the first place — like the crossover only happens for people who were already living in both worlds, rather than a game converting someone from one side to the other.

Anyone here made a sports-themed game and found where their actual audience was hiding? Did it end up being more sports fans who happened to also like games, or more board gamers who happened to like the sport? Curious if anyone's cracked this, or if it's just a genuinely small, hard-to-grow niche.

reddit.com
u/OmegaKai_22 — 8 days ago
▲ 27 r/printandplay+2 crossposts

Think I settled on my tree design

Last week I asked which design read most like trees for my dice rolling golf game called Scratch.

Overall, it seemed like design 2 had the most votes but overall none of them really felt that strong.

There was some really good feedback on how I could take inspiration from TTRPG maps on how they do trees from above. I really liked that as a next step because it felt like a direction that at least has a strong base of understanding trees.

I also got some feedback that the outlines were too thick and dark — and that maybe I should try making elements felt more naturally distinct rather than using those lines. Also a really good challenge that I wanted to take on.

I went back to the drawing board and spent the last few days iterating on a few different tree designs. While I felt like I was moving forward, nothing really seemed to click as a “aha that’s it” moment.

Then I looked at the hole as a whole and realized all my other elements were very blocky and the trees were more organically shaped, round and blob like. They weren’t cohesive and that’s why it was feeling off.

So I redrew the trees to match the blocky style and I really liked where I’ve landed. I also got rid of the dark outlines and, for the trees specifically, used their outlines to signify that areas border.

Thanks everyone for the feedback on the last post. Let me know what you think of this next version and if my eyes are missing anything this time.

u/OmegaKai_22 — 18 days ago

Which design reads most like trees?

This is for my solo dice golf game, SCRATCH. To understand sizing for readability, each hole is on 3.5” x 5.5” cards.

A - Two tone blobs with black outline

B - One color blob with black squiggles

C - One color blob with light green squiggles

As I revisit these holes, I don’t love my original tree design as much (which I won’t divulge to keep it unbiased).

Trying to keep it feeling like it’s a unique piece to the hole without overworking the art with my limited skillset, and still have them feel like or read as trees at quick glance.

Would love the second set of eyes on this. If you have any additional thoughts outside of just voting on one, I’d appreciate that, too!

Thanks for your effort on this.

u/OmegaKai_22 — 24 days ago

Which design reads most like trees?

This is for my solo dice golf game, SCRATCH. To understand sizing for readability, each hole is on 3.5” x 5.5” cards.

A - Two tone blobs with black outline

B - One color blob with black squiggles

C - One color blob with light green squiggles

As I revisit these holes, I don’t love my original tree design as much (which I won’t divulge to keep it unbiased).

Trying to keep it feeling like it’s a unique piece to the hole without overworking the art with my limited skillset, and still have them feel like or read as trees at quick glance.

Would love the second set of eyes on this. If you have any additional thoughts outside of just voting on one, I’d appreciate that, too!

Thanks for your effort on this.

u/OmegaKai_22 — 24 days ago

Making Cut Marks

How do you make them on a design? Is it a software or something?

I’m working on finishing up my first PnP and I’m wondering if cut marks are needed and how to get them aligned properly for the design on the paper.

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u/OmegaKai_22 — 2 months ago
▲ 4 r/tabletopgamedesign+1 crossposts

Verifying manufacturer legitimacy

I’m in the early stages of the quote process for my first game that I’ll be kickstarting and this manufacturer listed Exploding Kittens Original Edition, Ticket to Ride First Journey, and Catan US Version as titles they’ve manufactured. The manufacturer is Longshore Limited in China.

I just feel like I’m being gaslit or something. while they toss out names of games that everyone has heard of, they aren’t in any lists of manufacturers that people use when I’m doing my reddit research. Everyone talked about Panda, Whatz, Ninox, Longpack, Hopes.

I don’t want to dismiss them if it’s legitimate, especially since they’re the most competitive pricing for me from what Ive gotten so far. But it just feels strange.

What would you do here?

u/OmegaKai_22 — 2 months ago
▲ 2 r/ProGolf+1 crossposts

Is making a two-putt when you need a two-putt the hardest thing in golf?

Was listening to Fore Play pod the other day and they were talking about Nelly Korda almost missing that 3-footer (yanked it) to win the US Women's Open and it sent me down a rabbit hole.

She's the best women's golfer on the planet. You put that putt in front of her 100 times during practice and she goes 99/100 no doubt. But in that moment she tugs it and almost misses it. WHYYYYY???

A two-putt to win a major shouldn't be harder than a 40-footer. But it just might be? Is it because at that length it really is basically all under your control or what?

Anyone else feel like this is the most underrated mental challenge in golf? ... don't mess up the thing you already know how to do.

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u/OmegaKai_22 — 2 months ago
▲ 2 r/tabletopgamedesign+1 crossposts

Has anyone worked with Longshore for manufacturing?

Getting quotes together for a small solo tabletop game headed toward Kickstarter and Longshore came back with a competitive quote — cheaper than LongPack and Panda at my quantity, included shipping in their FOB price, and proactively quoted a box insert and dry-erase marker without being asked (which I appreciated).

Curious if anyone has first-hand experience with them. A few specific things I’d love to know:

  1. How was communication through production?

  2. Did they help you not make mistakes along the way (aka how much hand holding was there)?

  3. What surprises did you run into?

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u/OmegaKai_22 — 3 months ago
▲ 16 r/gardenbugs+1 crossposts

Played my first solo round today

Thinking about introducing this game to my 4yo because she’s a big outdoor treasure collector.

It was a slow start for me, I was a little mixed up trying to fully understand the game before even playing my first round and I thought I was playing wrong.

Scored 18 points - good? bad? middling? not sure. but it was fun. I’ll def be playing again solo and try to beat my score.

It can feel a bit punishing from the start since it feels like you need a good amount of resources to do anything. It’s a tight game. Really focuses on resource and land management.

Outside of the gameplay, I did have a few questions:

  1. Do you start with any resources? It may feel a bit more accessible to have a few resources from the get go.

  2. do you return any uncompleted goal cards at the end of each round? or just stuck with them until you complete one?

3 what is a turn? its specified in the rules that there are 6 for each person in a round but im playing solo and on turn 1 it felt like all i could do was an action to put down a patch / or does it mean that i effectively mean i have 6 actions per round? (I played as if it’s 6 actions per round.)

  1. how do you remove bugs other than bug effects?

  2. common green lacewing - does that active everytime you remove a bug

  3. riband wave inchworm - what does flip this bug mean ? is that discard ?

u/OmegaKai_22 — 3 months ago

Trying to balance instruction and simplicity in my first PnP

Hi PnP! I'm a first-time designer trying to write rules that don't overwhelm — can you poke holes in this? Here are the directions in a google drive.

I'm designing a solo pocket golf game — dice-based.

I've been going back and forth on how much to explain in the first-round instructions versus how much to trust the player to figure out as they go.

The core loop is simple: pick a direction, choose a club, roll a d6, move your marker, handle hazards, putt.

I keep second-guessing how much explanation is too much because I want the players to get up and playing as quickly as possible. A lot of these directions will be reiterated on the PnP itself but figured having a "First Playthorugh" type doc would be helpful.

It's also pretty low-fi design (which I'm also second guessing - does it need to be super artsty?) b

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u/OmegaKai_22 — 3 months ago