r/homemadeTCGs

▲ 2 r/homemadeTCGs+1 crossposts

Can I create a TCG with "energy" attack-based creatures without getting sued by Pokémon?

I'm currently working on a TCG, and give or take, we have most of the set rules, mechanics, synergies, math, deck building rules, special card ability limitations and card placements down. (I say lightly as we haven't play tested yet and are seeing the cards from different pre-built decks point of views and not completely yet from randomized deck building).

This project once finished most likely won't expand into other "sets" since it's mainly a promotional product for an album I plan on releasing, as well as focused on the world already built around my persona and from comic books and other things. Making it more of a single set TCG.

The play style is very different from other TCG games, while of course it also grabs elements from several games, my main concern is that one of the fundamental concepts of the game is that creatures use abilities and attacks powered by "energy" cards as well as supporters. Would I get in trouble at all for using those concepts in my game for commercial use?

A bit of detail of how the cards work and differ from Pokémon

Energy cards are labeled different musical notes. Some creatures may be able to use their abilities and attacks with any energy musical note card, and some need specific chords or keys to attack or go roam (go to the bench).

Energy cards are drawn from a deck which is similar to Pokémon. Or can be searched for when a certain moon card is in phase.

Supporters, in comparison to Pokémon's function, they stay on the player's field. Each player can have up to two supporters at a time functioning as both a single target unit while also as either; draw engines, kingdom ability boosters, creature enhancements or moon, land or world utility controllers.

reddit.com
u/Economy_Ad_3070 — 23 hours ago

Concept for my TCG/Combat Dice

Hi I have created a card/dice game hybrid where each deck consists of a single character. The deck consists of attacks and defensive counters as well as common utilities. The cards themselves don’t necessarily cause damage but affect the amount of dice rolled as well as trigger special effects. The combat dice are similar to games like heroscape where the dice are D6 ‘s where 3 faces are hits, 2 faces are shields, and 1 face is empty which can be activated via cards. I technically have 12 characters already designed and the decks are balanced. I’m curious what you may all think. Also for now I am forced to use AI for the art until I can find an artist to collaborate with. However 4 characters are based off of my friend’s and I’s renaissance garb, so the real life image is put into AI and is turned into an anime style until I can replace with something better. Examples are above with the conceptual art style and last image is card design. Please let me know what y’all think and feel free to ask further questions or if you may be interested in providing art for my project.

u/Sea_Addition_1686 — 18 hours ago
▲ 1 r/homemadeTCGs+1 crossposts

Reddit Makes A TCG (Part 2) Resource System and Play Restrictions

(This post is the second part of an earlier post, basicaly the gist of it is you can pitch ideas for a tcg, with the top comment being added to the game, where hopefully eventually people can submit their own cards)

So far I've worked out that the goal of the game is to host a dinner party and be the first player to collect X (IDK how many) "stars" (Victory points) this can be done by making dishes out of ingredient cards in your hand (probably three), and serving them (which I haven't worked out the mechanics of so far), successfully serving a dish allows you to bank a card from your hand that has a star value (kinda like the neopets tcg). On top of that you can also play "guest" cards that have helpful effects.

This post is focused on restrictions on playing cards each turn, and/or a resource system, comment your pitch and the top comment is added to the tcg.

EDIT: Thanks so much to everyone who contributed, part three will probably be on Friday or Saturday, in the meantime I'll work on trying to get everyone's ideas and any new ideas added into the game

reddit.com

I know people here don't like AI, but I wanted to share that I used AI to make a local server based card generator, gallery, deck builder, and card/sheet exporter.

Wanted to share because I know some people may be interested in something like this for their own game, and I also thought it was really cool. I even was able to get a mobile version working on my phone.

Sorry if people hate this and think because I used AI for this I somehow lack passion or something like that. I don't know how to code, I don't know anyone who does, and I don't have money to pay someone to do it and it would take me a very long time to learn how to do something like this.

u/DeusEverto — 2 days ago
▲ 10 r/homemadeTCGs+1 crossposts

Final test prints for my kickstarter!!!

Third time lucky! These are the final test prints for my comic book + tcg Kickstarter. I have been aiming to get these done for launch in mid June and the cards are finally how I would like them.

These 5 character are the different variants which will appear in the first comic (the reason why I am only doing 5 at the moment).

I have been testing the mechanics for the past year and my last post someone pointed out some issues which I have fixed and now they’re real! These are only going to be released with my comic and then I am going to release 50+ character cards and miscellaneous cards which will help with the game play.

I am very exited to show this community!

u/jnarmstrong — 1 day ago

Formatting conditional effects for my Game

Hey guys, long time lurker first time poster. I'm working on my TCG and the idea is that you are commanding an army of aliens on a grid. A little bit of Sorcery, a little bit of Warhammer, a little bit of sauce. The idea is that you have a Leader and that the cards in your deck get additional effects if they are part of your leader's faction. This way all cards are still viable for drafting, but they get additional/better effects when they are working for their own faction.

What I'm running into is how to display the original effect and the upgraded effect clearly. The first example is what most of my friends say is the easiest to understand, and I agree. However, I don't really want to have that much extra text on basically every card in the game. Those who are familiar with yugioh having to put "You can only activate this card's effect once per turn" on every card know my concern. The next two examples have some text in grey, the effect if they are not "in faction" and some text in red, the text if they are "in faction".

The first example is a easier to understand, but the second and third examples leave more room for effect text and I think looks cooler. What do you all think?

(Also these are made in Dextrous so the art is temp art using one of their stock images. And the cards are horizontal because they won't fit onto the grid size I'm using if they are vertical.)

https://preview.redd.it/ytr3tr0j792h1.png?width=1120&format=png&auto=webp&s=93dfa209b4739f6c2effa516b8024e7235332f17

https://preview.redd.it/98zh1baj792h1.png?width=1120&format=png&auto=webp&s=2ab492921c820dbd05aea7fb5e6eddc4558cb66e

https://preview.redd.it/52rbs66l792h1.png?width=1120&format=png&auto=webp&s=36d9ce64aadddc2b5eaf0622d846b47d1e50126c

reddit.com
u/Rack_Daddy — 1 day ago

Speed based system feedback needed.

Hello homemade TCG! I am working on a creature TCG called Spirits: Unbound, fully digital.

I am looking for some feedback on my speed system. Players are having a hard time understand it, and I am having a difficult time displaying it in a way that is understandable.

It works like this, every card has a speed, and that speed shows how many game ticks it takes for it's action to be implemented. Each players queues up their turns at the same time, with multiple actions queued up back to back, the difference between each being the speed of that next action. Then they all resolve in speed order, the game goes one tick at a time, resolving same speed tick speed actions at the same time.

Here is the problem, so many of the players seem to continually think faster Spirits go first, and that is true, but if you queue up another card action before you attack, then your attack may go off second. They also get confused when they get hit twice by an extremely fast spirit before getting even one attack off, and they can't seem to commit to obvious KO's when they have the speed advantage.

Example:
Player A queues Attack (speed 5). Player B queues Utility card play (speed 2), then Attack (speed 4). B's attack lands at tick 6, A's at tick 5 — so A wins the race despite B's faster attack card.

I am not bringing this up saying they are dumb, that is not true at all. I feel like it's a design issue on my end. I included a GIF of my current timeline display. Anyways, I was hoping for some feedback. What do you guys think? Am I just not showing this mechanic well enough? Or is the mechanic too complicated? Any other games you know of work this way, and already solved this issue?

u/PuddinPopProductions — 2 days ago

What if your turn in a TCG only continued as long as you had enough “Priority” to keep it going?

I’ve been experimenting with a turn system for a card game where turns don’t really have a fixed structure. Instead, your ability to continue acting depends on a resource called Priority.

Priority is used for almost everything:

playing cards

recruiting units

activating effects

reacting to opponents

The key idea is: Your turn keeps going only if you maintain more Priority than your opponent.

If you spend too aggressively and fall below the opponent’s Priority, momentum shifts and your opponent gains the ability to take control of the flow of play.

This creates constant tension between: extending your turn further conserving resources for defense/reactions baiting interaction before committing stronger plays forcing the opponent below your Priority threshold

Example: I start with 5 Priority while my opponent has 3. I spend 2 to recruit a unit, dropping to 3. Since Priority is now tied, my opponent can contest the flow and potentially start taking actions themselves.

Alternatively, I could use cards that generate more Priority to keep momentum and continue extending my turn safely.

The goal is to make turns feel momentum-based rather than strictly divided into: “my turn” and “your turn.”

There’s also no traditional stack. The system works more like:

Action → reaction window → reactions resolve immediately → original action resolves

So interaction still exists, but the flow stays easier to track than a full MTG-style stack.

I’m curious: Does this sound strategically interesting? Would this create satisfying momentum swings? Does it sound intuitive or potentially too confusing in practice?

Are there games that already explore similar ideas well? Would love thoughts from people who played with this kind of mechanic before!

reddit.com
u/deathuntor — 2 days ago

All the cards currently collectable so far in my TCG

Current have 64 implemented of the 100+ cards I want to release with the first chapter. still have a lot of work to do and a lot of art to redo (I drew all of them except Protective Pup) but I'm excited to see how much deck variety I get to after the first 100 cards are ready given how many different decks you can already make.
It's been a lot of work but I'm really happy with a lot of the art and designs, though some of the early cards ARE in need of a rework.

u/verdantdev — 2 days ago

Finally playtested my new systems in Trelane. No

Shared resource system of 10 resources, each player gets two at the start of their turn and they stay till spent. No blocking. Attack the location or enemy rested units. Rest to attack. Summoning sickness when put on board or moving. May move to a new lane. Locations have hp. Defeat all three to win the game.

So I started the match. The Borealis Kingdom vs the Woodlands.

Borealis went first and called a Celesital Bear to the Village. The woodlands collected their resources and passed.

The Bear invaded Mount Thryn and dealt damage. A horseman was called to the Dangerous Path. Next, a forest guardian descended from Mount Thryn armed and ready.

Another celestial bear was called to the Village to defend it but the forest guardian went on a rampage killing both bears and sacking the Village. The bears dealt him a grevious wound in return.

Letap saw a horseman burning the Woodlands and rushed to defend them.

And so on. The Woodlands were able to raise an army led by Sir Quirrel and defeat the Borealis kingdom.

The resource system feels tight. Both sides were trying to commit to the board asap. I need to work on the power scale better. I really wanted the story telling aspect to work and it appears so.

u/Few_Dragonfly3000 — 2 days ago

What is the best way to make custom cards?

I want to make custom tokens using my artwork, potentially sell some as well on etsy. What kind of card/paper is best and what kind of printer is good?

is there anything else I should consider?

reddit.com
u/Dee_Teeee — 2 days ago

Some art for the heroes in my game

Hey everyone. I’ve been working on my game for a little over 1.5 years now. I always mean to contribute to the sub but have a habit of talking myself out of it.

I’ve been working on some full art cad illustrations for my faction heroes and leaders - was going for a portrait style series. Originally wanted to do a gauche style oil paint, but couldn’t quite pull it off, so stuck with my comic style. Anyways, thought I would put it out there for anybody that digs old school fantasy art and traditional fantasy tropes.

Hopefully I can engage with more of you on the sub in the future as well.

u/Crystal-empires — 2 days ago

Choose Your Preferred Removal Sea Dragon

  • Adult Dramius — More expensive, no drawbacks, consistent type-based removal.
  • Red Dramius — Cheaper to summon, removal for a price.
  • Leviathunder — Can end a game on its own, destroys everything (even your own creatures).

Pair these up with Sea Storm and you're good to win the endgame.

u/SpiritmonTcg — 2 days ago

It’s been a long journey, awesome to see product getting printed!

Surreal to think back to the early days of playing with poker decks back in 2024 to seeing this all the way through, funding on Kickstarter, running tournaments, and building an entire community.

Beyond proud of where Escape Land is today, and so excited to get these cards out into the world!

youtube.com
u/escapelandccg — 3 days ago

Added shaders, particle systems, and a gentle parallax to my cards, plus learned a bit about how to improve my holo-foil images - how's the effect looking?

u/Low_Prior_8842 — 3 days ago

Designing a game to minimize "memory issues" – Meet Conduit!

I don't know what I'm going to do with this game yet, but I definitely wanted to start talking about it first in this wholesome community. Thank you all for keeping it fun and helpful for all CCG/TCG creators!

I've attached a few of the prototype cards and below are some key things to know. (All design is prototype drafts, and card images are random temp images just to help differentiate when playing.)

After reading you can also watch a quick VIDEO I made (link in the comments if those are allowed) where I go through a couple simple turns. It will definitely make more sense after reading the key rules below I think.

The game is called Conduit and it's about taming a newly discovered wild and unforgiving form of raw energy. The win condition resembles keys in Keyforge, but otherwise I think the game is something a bit different from your usual TCG. (I guess it takes a step towards being a board game in many ways, but I think it's still safely in card game territory.)

I wanted to minimize "memory issues", so triggers like "when you play a red card, this card gains X". I tend to easily forget these kinds of effects. In Conduit, things usually happen when you naturally look at the card, so on play, activation, damaged, destroyed etc.

The game has one resource (Energy) that you accumulate on your cards. You use Energy to play and activate cards, as well as progress towards winning.

Energy is always in danger, because you lose it if the card is destroyed, and the opponent can steal it. Also some cards can move Energy between your cards, and having the Energy when and where you need it is an important strategic element in Conduit.

Cards have "Activate" and "Passive" abilities. You can activate as many cards on your turn as you want / can afford. At the end of your turn, ALL cards you didn't activate trigger their Passive abilities.

---

Few key rules:

- You generate Energy with cards and try to bank it. If there are 6 Energy in your bank at the start of your turn, you create a Power Core. When you create your third Core, you win. In order to create the last core, you also need a "conduit", which is any card with 3 Energy on it.

- A card can never have more than 3 Energy on it.

- If your card is removed from game and had Energy on it, that Energy goes to Lingering Energy pool and is usable from there on your next turn. Lingering Energy always empties at the end of your turn.

- "Activate" abilities need to be paid from the card that uses the ability unless stated otherwise.

- Energy stays on cards. When you play cards, you can use Energy from any card to pay its cost.

- You play 1 card per turn unless something lets you play more.

- When there are a total of 2 Power Cores in game, an end game state of HIGH VOLTAGE begins. It alters some costs and effects. (Basically makes cards more powerful and speeds up the game.)

- There is no attack state, but abilities can deal direct damage.

- Card types are Creature, Building, Attachment, Condition and Reaction.

- In general, non-stunned Creatures protect Buildings, so you must deal damage to opponent's Creatures first.

- Conditions are more complex triggers and cards that alter the rules in big ways. You can only have 1 Condition in play (per player).

- Attachments are played under other cards and give them bonuses.

- Reactions are only cards you can play on opponent's turn, and the card states the opportunity to play it (for example "When a card of yours is damaged...")

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I'd be super interested in hearing any thoughts you might have, and I'm happy to answer any questions.

u/Galapaka — 2 days ago

A tcg about cars and racing. Niche or not quite?

Would love to get some feedback on my tcg.

I havent seen too many car/racing tcg so it could be a niche.

I have made 50 different cards so far.

I used my own AI prompts to create items characters and for now the cars but I did the designs on all the cards using photoshop, wrote all the rules, and card effects on my own.

Im a photographer so what I want to eventually do is take photos of people's cars and use AI to draw them out. Special cards will have the real photo in place.

I've built lore in the tcg as well. Each driver is connected to another somehow despite that they may have different race categories, i.e. drag racing and street racing. Eventually they all find out they have to work together for a major race event that can change their world of racing forever.

Pretty much you play cards to increase and or decrease 2 stats (acceleration and handling) on yours or your opponents cars then at the end phase you add the 2 stats up and who ever has the highest competitive edge points(total #) wins the round of 7 to 14 rounds.

What do you think? Seem interesting?

Update:

Game break down: 40 card deck and 8 card car prizes. Both players pick 1 car from 8 car cards then shuffle the 7 other cards and place them as prizes face down. The main deck is then shuffled and 6 cards are drawn to a hand to start. 5 different drivers per deck, 2 of the same car can exist in the prizes and a player can put up to 4 of the same card in the main deck. Car cards have a different colored back known as pink slips.

Goals is to collect all 7 of your remaining cars by winning a round or a QUARTER MILE(name of the tcg).

To win a round you play location, condition, driver, modifications and tools to increase and decrease your car and your opponents cars acceleration points(ap) and handling points(hp) in the last phase you add the AP and HP to get you competitive Edge Points(CEP). Who ever has the highest CEP wins the round and draws a prize car to put in their garage (bench) and the next round starts for a total of 7 to 14 rounds to complete a match. It sounds long but the rounds actually go by pretty fast.

u/BalloonHawk — 4 days ago
▲ 16 r/homemadeTCGs+1 crossposts

It's inking time! ... Well, digital inking time:)

Procreate gives my not-so-steady-hands the ability to 'ink' my art! I think this Valiant Samurai card for my TCG will look great:)

Photographed the original pencil sketch and now I am inking with Procreate. No fancy brushes - just the basics.

u/AwesomeComboPro — 2 days ago