r/BoardgameDesign

Guards versus Thieves rulebook - feedback request

Hello! I'm Giovanni, and I'm currently working on a new game called Guards versus Thieves.

I just finalized the rulebook and I'd honestly love to hear some opinions about it, both on the graphic design and on the clarity of the rules.

The game itself was designed by Andrea Chiarvesio and Luca Iennaco, while I worked on the visual design/layout of the rulebook. This is only the second rulebook I've made, so I'm still learning a lot.

We decided to explain things very thoroughly this time, which probably made the rulebook a bit longer than average, but the goal was to reduce doubts during gameplay as much as possible.

Here's the PDF if anyone wants to take a look:
https://www.thirdway.it/file/guardsversusthieves-rules-low.pdf

Any feedback is appreciated!

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u/EvilDeck — 10 hours ago

Good design speaks for itself?

Any indie board game designers/publishers also find it difficult to promote your new game online sometimes?

Many communities don’t allow self-promotion (which is understandable), but it can make it really hard for indie creators to share their games and campaigns when we don’t have big marketing or advertising budgets like larger publishers.

How do you approach this? Or does good design simply speak for itself?

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u/zillion8888 — 13 hours ago

How are you actually using AI in board game design, if at all, and where do you draw the line?

I searched a few older threads here and in related board game design communities before posting this, and one thing that stood out to me is that “AI in board game design” is not really one topic. It seems to be several different topics that often get mixed together.

From what I found, the discussion often seems to collapse into “AI art: yes or no?”, but I’m curious about the broader workflow question. I’ve seen a few recurring distinctions come up:

- temporary prototype art vs. final/published art
- rules editing vs. having AI design the game for you
- brainstorming prompts vs. outsourcing creative decisions
- AI-assisted playtesting/simulation vs. human playtesting
- private prototypes vs. pitching, crowdfunding, or selling a game
- disclosure/transparency when AI is involved

For context, I’ve been experimenting with AI in parts of my own board game design workflow. Mostly things like tightening rules text, checking whether a rule explanation is ambiguous, generating edge-case questions, brainstorming terminology, and making rough prototype visuals based on my own sketches or ideas.

At the same time, my current feeling is that board game design is still an entertainment medium built around the emotional experience of play. AI can suggest directions, variations, mechanisms, edge cases, or wording improvements, but I don’t think it can meaningfully judge whether a game is actually fun to play, at least not in the way humans experience fun at the table. A rule idea can sound good in text and still fall completely flat once people actually play it.

So I don’t see AI as a replacement for designers, artists, editors, or playtesters. I see it more as a tool that can help me think through options faster, while the real test is still human play, table feel, and whether people actually enjoy the experience.

I’m more interested in the practical boundaries people actually use.

For designers who use AI:
What do you use it for?
What has been genuinely useful?
What turned out to be misleading, low-quality, or not worth it?
Where do you personally draw the line?

For designers who avoid AI:
Is your concern mainly ethical, legal, creative, quality-related or something else?
Are there any uses you consider acceptable, such as rules proofreading, placeholder assets, brainstorming, or accessibility support?

I’m especially curious whether people treat these cases differently:

  1. AI for private solo prototyping
  2. AI for playtest materials shown to other people
  3. AI for publisher pitches
  4. AI for crowdfunding
  5. AI for final commercial products

I’d love to hear how people are thinking about this in practice.

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u/Hour-Cranberry5300 — 1 day ago

Which Pinnacle box art you like best?

I'm taking a poll! As some of you regular readers know, I've been working on this mountain climbing themed game for a couple of months called Pinnacle. Right now, we're in the process of picking a box cover.

In a nutshell, it's a fast-paced, high-voltage party game that fuses social calibration (Think something like Family Feud) with alpinism. Nail a #1 answer and you'll be steps closer to the summit, but fail and you'll drop you back a space or two in a total psychological stumble.

That said. which of these mock-ups best fits that vibe? A, B, C...a possible combination? Let us know what you think.

u/RayDin909 — 23 hours ago

The Blood Wars: prototyping and concept work

Finally putting mechanics to this game/theme/concept? I had for a small box skirmish game about warring vampire factions! There’s more work done that’s not pictured here yet, but nothing worth sharing so far, hoping to get towards a first playtest within the next week! Any advice or games to look at while building let me know!

First meetings with publishers this weekend, what should I avoid?

This weekend I have meetings scheduled with a few publishers for the first time, and honestly I’m both excited and terrified

The "prototype" is already at a pretty advanced stage since i'm taking it to a fair for its first "public appearance"

I already have proprietary illustrations, a polished graphic design, and production-ready files

Do you have any advice for me?

Anything you wish someone had told you before your first pitch?

Any dos and don'ts?

Wish me luck

xoxo
Gossip Girl

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"Colonies"("Hives, Hives, Hives!") is coming along nicely

Prototype game board to test the tile laying mechanic. Its all still very loose but so far Ive settled on a few aspects to make tile laying interesting and engaging (managing actual ants comes later)

- connect the queen tile in the center to a target (coin) with tunnels and chambers (each player has random goals kinda like ticket to ride)

- there are tiers around the queen and every tile built (maybe on designated hexes) triggeres an event (card) that challenges the hive (cave in, flood, enemy ants etc that get stronger the higher the tier is)

- you construct specialized chambers on the tiles that are 'dug out' like storage brood and fungal gardens which will make your hive more resilient towards these events

so far its single player for testing but Ill start playtesting this soon as coop/pvp

second image shows the process for making the prototype tile design.

"Colonies" is a bit boring... maybe "Hives, Hives, Hives!"

any thoughts?

u/epicelephand — 2 days ago

Does this 'bidding' mechanic exist/have a name? Also want opinions on it.

I was thinking of a mechanic for a game i'm trying to flesh out. Players are going to be drafting/buying (not exactly sure the correct nomenclature) for cards/tiles.

I was trying to work out how I want this to happen. I had an idea and 1. want to hear your opinions if it sounds like it could be fun or even viable, and 2. Does it already exist/have a term for it? If so I would love to know which games use it do I can see how they implement it.

So, the turn player would have first dibs at buying cards from some kind of market row. The cards will have different costs to buy them. BUT they can also declare they will buy a card for a lower price (i haven't decided if the lower price will be predetermined or if players can just declare a price of their choosing; I am thinking the former) but they can buy any item at full value. Then the other player(s) in clockwise order can choose to just buy that item outright for its sull price, or just pass on it.

So the players can gamble on paying less for something at the risk of other players being able to snipe it at full price, or they can just buy the item at full price themselves. It sounds like it would be labeled "bidding" but I haven't ever played a bidding game so I don't have any experience with the mechanism.

As a disclaimer, I am not trying to say I invented a new mechanic, I just don't know the term for it, as I am sure there are likely countless games that do something similar if not exactly this. I just don't know.

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u/Incarnasean — 2 days ago

What to keep in mind when making an NSFW game?

Hi all! What are some things to keep in mind when making an NSFW game with a sexual theme (no nudity; just wording and suggestive illustrations)? I understand that the NSFW nature would appeal just to a niche and severely restrict the market (is there even a decent market for such games? how can that be gauged?). I can also see the theme making advertising on common platforms tricky. And selling in stores might be impossible. For crowdfunding, would common platforms even allow such games? I read that Kickstarter recently decided to ban all NSFW content (I could be wrong) - are there alternative platforms that might allow such games (I am not too familiar with platforms beyond Kickstarter)? I'd appreciate any insight on this topic so that I understand the practical reality. Thank you for your time!

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u/PhysicsDaddyGames — 2 days ago

Does this feel like a consistent enough Artstyle?

There are Two Cards here: The King's Castle and The Wizard's Tower

Cards will have Day and Night Phases. Ive not completed the King's Castle Night Phase yet.

Theyre still a bit unpolished for the first draft.

u/Askingquestions2020 — 2 days ago

Does this clearly explain the core concept of my game?

I believe my game to be, at its core, quite simple, but sometimes I struggle to get that across. There are several "edge case" rules, for sure, but nothing big in the grand scheme of things, and really the core mechanic (that makes up 90% of the game) is just this one rule. Curious if you all find this to be clear enough, and interesting enough to learn more about the game.

u/Murelious — 2 days ago

Not finished!!

I am looking for advice on how I can make the Game better let me know your opinions on it :) (for context I started makeing this game 2 days ago ik it unfinished I'm just looking for advice on how I can make it better)

HCOE: goal destroy the mothership and force a retreat thru 3 ways

(Artillery company) gain access to devastating long-ranged artillery strikes and better bunkers

(Mech company) gain access to a new vehicle types along with mobile HQ mechs)

(alien ops) gain access to running covert op missions inside enemy territory along with new Infantry

The Lyrite compact: goal force a surrender Of earth thru 3 ways

(Force) gain access to weapons of mass death new armored units

(sabotage) gain access to use Covert ops and mislead enemy forces

(diplomacy) gain access to convert towns and cities to your cause and be able to mask your operations inside human territory and out.

Rules: gain territory through key interest points Within the region once you launch a mission you cannot recall those units neutral territory however can be sabotaged if it Borders The Defenders territory and each territory will give a different resource

combat: when encountering enemy armies you will enter a combat phase where both sides playing out what you're going to do to secure victory after the initial phase attackers will go first keep in mind each Armies can hold up to six individual units it will act as turn-based combat the initial phase will be movement of any and all units you want to move up into cover retreating pushing forward Etc then after the movement phase if any troops are in range you'll have the option to open fire different units have different health and armor that will mitigate certain damage in order to win the battle make your opponent Retreat or destroy their armies

Attacking: use a standard D20 roll and whatever unit your using will deal damage to the enemy example (if your using light tank u roll and add +2 to your roll)

Armor: armor helps u block damage like soldier can block up to 1 damage before health is affected.

Day/time: when moving units it takes time it's not instant to move from one District to another takes 1 day unless a unit has slow applied then it will take longer and slow down anyone else in the army no matter their normal walking pace

Cover: cover works like armor but only while stationary there is (full cover +3 armor while behind it) (damaged cover +2) and (unusable cover +1 armor)

Tech upgrades: to research Tech you'll need labs Labs can only be built in certain territories that need to be built away from prying eyes building lab will be marked on the world map so make sure you always have a garrisoned army or make sure there's no possible way for your opponent to reach your labs once you have established a lab you will start generating research points and when you have enough you can research unfortunately researching is not an instant process and will take quite a bit depending on the research to complete if for whatever reason your research is interrupted by the enemy they can steal whatever you were researching and while you can research it again your enemies will now be able to have a slightly different version of your same Tech which can come with consequences if you're not careful luckily stolen research can be acquired again when you research is stolen you will have a brief window to launch a counter-attack mission to retrieve the army that possesses your research before they reach their territory this Mission will not be available if you don't have any nearby army's

Production: like your labs when you build Manufacturing buildings they will appear on the map inside the territory but unlike labs they can be placed on anything that isn't a research resource and will boost the output of available resources within that territory

Military: while military buildings will be shown on the world's map attacking military installations attackers will always be at the disadvantage as installations will be protected by whatever the faction weaponry they chose

Attacking HQ: once you get to the enemy's HQ it's going to play out similar to a military installation where the attacker is at the disadvantage except each HQ will be supported by their factions superweapon whether they have their super weapon researched or not they will always have a defensive superweapon available if fired the super weapon will take out all attacking forces but before it is fired the attackers will have an opportunity to sabotage or destroy their defensive superweapon while disabling or destroying the super weapon won't guarantee an automatic victory it will help your chances when attacking HQ attackers get-3 to their dice rolls and Defenders get +3 to their dice roles please keep in mind these modifiers do not apply when attacking the defensive super weapon

Super weapons: each faction has its own different super weapon that gives different effects and abilities once researched anytime you want to fire your super weapon if there is an adjacent enemy Army to the territory your super weapon is in they will get the opportunity to shut down the installation if there's no available armies able to sabotage or they fail the sabotage super weapons can be fired up to two territories in front of where the installation is and the super weapons affect will remain in that territory for the rest of the game super weapon effects do stack if fired at the same district more than once please note you can only have one super weapon facility at a time so be careful where you place it

Human Tech

Basic Tech:

upgraded weapons (+1 on dice rolls)

Infantry padded body armor (+2 to armor)

Flame troops (clear out defensive structures without rolling dice)

Better equipment (takes Less time to get somewhere)

Mass factories (+5 on goods)

Research facilities (+10 research Points)

Protected labs (your Labs will always have a defense army but produce -5 research points)

Starting units:

Infantry ( 20 health +0 damage +1 armor)

Armored car (27 health +3 damage +5 armor)

Light tank ( 30 health +2 damage +7 armor)

Artillery Tech:

Extended tank barrels: (all tanks can now shoot one District away from the battle providing fire support +1 to dice rolls)

Defensive artillery: (gain access to mounted artillery that can defend key districts it's next to note can only Protect One District at a time and cannot have more than one defensive artillery in a district at a time +1 to dice and defensive artillery will act as a Garrison Army to the key District it is next to)

Mortar teams (gain access to infantry mortar teams that can help lay suppressive fire during when mortar teams hit Infantry they will become stunned for one turn 15 health +5 damage +0 armor)

Bunkered medium tanks: (medium tanks that can deploy into small defensive bunkers with a tank turret when mobile cannot hold infantry when deployed can Garrison up to two units and it's Health increases by +50 but cannot move and cannot be redeployed once the tanks are deployed they are like that for the rest of the battle also bunker has to be destroyed before garrisoned Infantry take any damage 40 health +3 damage +10 armor)

Movable artillery: (ever imagined a kodiak? Well now you don't have to the bright Minds at HCOE I have devised a experimental heavy tank this thing can take quite a beating but takes a day to set up and tear down also because of its bulk it does not move very fast either but it does pack more of a punch then standard artillery 50 health +6 damage 20 armor +1 day traveling time)

Nuke: (plain and simple the enemy got a fortified stronghold leading to research rich areas? Just point and shoot sure the area will become radiated but it will sure get rid of your target plus this isn't any normal radiation killed a few of these Invaders we know what type of radiation makes them sick and thankfully it doesn't make us sick I know you will still have to deal with the devastation that is caused but a small price to pay to get rid of key installations [destroys all key districts and resource deposits 100 damage 50 radiation damage a day])

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u/Abject_Ad6664 — 3 days ago

Quotes from LongPack and Panda Games for my first KS - LongPack 65% cheaper. Anyone with first-hand experience?

Indie designer here, prepping for September Kickstarter launch of FIRST

DOWN (tactical American football board game).

Just got quotes from two manufacturers for 1500 units:

- LongPack: $27,500 (~$6.20 avg per game)

- Panda Games: $45,000 (~$10.30 avg per game)

LongPack is 65% cheaper. That's a $17,500 difference, which is significant

for a solo dev with a $40k funding goal.

Both quotes are detailed and itemized. My fulfillment partner

(GamesQuest) suggested LongPack. So far I've found public references for

LongPack producing Santorini, Everdell, Kingdomino, Grand Austria Hotel,

Raiders of the North Sea - all solid.

But the quality jump from "Panda quality" to "LongPack quality" is what

I cannot judge without holding samples from both. Pre-production samples

cost real money and time before the campaign.

What I'd love to hear:

  1. Anyone here who actually produced their own KS game with LongPack?

    How was the quality compared to expectations?

  2. Was the communication during production smooth, or did issues come

    up (delays, component quality, color matching)?

  3. Did your backers comment on the quality positively/negatively?

  4. Would you use them again?

Not asking for trade secrets, just real experience. Happy to share my

own quote data if useful for your own comparisons.

Thanks in advance.

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u/DonBeanGames — 3 days ago

The BEASTS faction is ready!

Hi again!

I’ve been refining the four factions of DRA&B, and this time I finally finished the BEASTS faction! I wanted many of them to feel physically too big for the cards themselves, so some of them almost become full art cards just to help sell that sense of scale.

Wanted to share them with you! Which one is your favorite? As always, feel free to give me any kind of feedback

u/RecommendationDry358 — 4 days ago

Launching a game in barely 2 days and freaking out.

Hi all!

This is probably my first post here, as I tend to be more of a lurker.

This Tuesday 19th we are launching our first game Fluffypede in Gamefound, and well, we are freaking out. Me specially xD. We have been working on this for 1.5 years, and we already had a failed launch in Backerkit at the start of 2025. It launched basically too quickly with barely any support, subpar art and terrible campaign page. We just wanted to be part of their Pockettopia event to learn about crowdfunding... Well, we learnt all right. All the things to not do xD

We have been working a lot on this (it is basically just two of us on our free time, and our artists in their own time), but I just feel that we cannot really compete with the behemoths out there marketing wise. There is SO MUCH WORK in self-publishing: what needs to be done for the campaign, promotion, updates, showcasing the game, dealing with manufacturers and fulfilment... Did I mention that we are going to UKGE in the middle of the campaign? Yeah, also that.

There are a lot of things that we want to do, and a lot that we simply cannot afford time or money wise in this first project. And it is very painful.

Sorry that this comes a bit like a ramble. I guess I am hoping that other people have gone through similar experiences and are able to share some insights on how to cope and avoid comparison with others. Or some nice tips. Or reveal some campaign must have that I will need to anxiously fix in one day 🙃. Like really, how do you deal with this as solo or very small team designers?

Meanwhile, I'll go back to obsess over the campaign page and find more things that are missing instead of sleeping xD

u/Korut — 4 days ago
▲ 2 r/BoardgameDesign+1 crossposts

Skull game rules - feedback

Hey All, I'm working on a variation of the Skull game​ to be able to play directly on your mobile in a real-time ​multiplayer setup (up to 8 players) using local network (no internet needed). I'm hoping to get some feedbacks on the design and slight modification to the game rules to increase the game speed and also allow eliminated players to continue to play (which is one of the quirks of skull). Can you please share what you think of these changes and design?

For those not familiar with Skull game - it's a simple game of bidding and bluffing. You place cards (discs)​ on the table each turn and bid for how many disc (flowers)​ you​ can flip without hitting the skull. 2 successful bids wins the game or last player standing. ​

u/onemindatime — 4 days ago
▲ 28 r/BoardgameDesign+3 crossposts

Hey everybody! I'm seeking playtesters for my print-and-play bug-themed engine builder board game Garden Bugs. I have already posted on the Break my Game Discord, but I am hoping to get more feedback.

I was inspired by the 'span games' as my family loves them, and due to my son's interest in bugs, I decided to go that route. However, I didn't want it to just be a replica of another game, so I've tried to create a unique experience.

The game can be played solo or with up to 5 people. Games are usually ~30 mins with 2 players.

Please let me know if you're interested!

I'm unsure if sharing the link would count as self-promo, so I will leave it out for now and PM a link to those interested.

u/ianfkyeah — 6 days ago

Looking for advice/suggestions for executing this worker placement mechanic.

Hi. I haven’t played very many worker placements so I don’t know if there is a good example of what I am trying the achieve.

Essentially players are going to each control a type of worker. The workers will have tasks that pop up from different events that only a certain type of worker can accomplish.

The idea is that the worker needs to be assigned there for a certain amount of turns or time to finish the task.

I’ll make an example. Let’s say a delivery truck was about to leave to make a delivery in game. An event card came up that says the truck engine wouldn’t start. The event card will be placed at the location of the truck and it says a mechanic needs to be assigned to the task. The task will need 6 progress cubes to complete the task.

The player controlling the mechanics assigns one to the task. A low level mechanic might only be able to contribute 1 progress cubes per turn/ certain number of hours. A high level mechanic can contribute 2 progress cubes per turn/hour. So if you had enough mechanics you could add 1 high level and a low level to contribute 3.

This is a zoomed in portion of the over game game. Players are trying to make sure they are keeping tasks under control through the game and will be spread thin and are forced to prioritize some tasks over others. I am not sure how I should handle the rounds/ hours/days etc.

I am not too sure how much time the entire game is supposed to span in game, it might be a year or certain number of months.

I would appreciate any tips/suggestions anyone may have. I would also love to here if game that utilize something close to this so I can research and learn from those games. Thanks!

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u/Incarnasean — 4 days ago