r/tabletop
I can't find a battlemap of a modern train, can you help me ?
I run a campaign using Broken Compass system in 2010 setting, and for my next session, my players use a classic train like any other, where they end in a fistfight. I looking on internet and patreon, but can't find it. I want 3 map, on with many seat, restaurant car and the last one with private room and a toilet (it's important because the fight start inside the toilet like in MI6). I don't want a magic train, western or futur, just a train.
Anyone know a good non-fantasy medieval ttrpg
I wanna run a medieval ttrpg but I want it to be really realistic, like medieval England or something like that. But I haven't found anything good. I don't want any magic or monsters. Amy suggestions?
Vindicare Assassin
Issues with Kickstarter campaigns by creators Allister and DM-Flynn
Please do your due diligence before backing projects by either of these creators. They have established a consistent pattern of advertising PDFs for their campaigns, only to deliver practically unusable Google Docs instead then telling backers to make a PDF themselves. Their VTT tokens are also nothing of the sort, just a bunch of images pasted into a Google Doc.
They claim it's a mistake, that they'll fix it going forward, etc, but they have been called out on it before and done nothing to change. They have admitted that using Google Docs was always their intention and that they were knowingly, falsely advertising PDFs.
They also claim that all of their content is made, edited, polished etc. by humans, but it's obvious from even a glance at their "final products" that they heavily use AI.
They are mass reporting comments on their past and current campaigns in an attempt to cover it up.
If you backed one of their previous campaigns, please report it. If you see this and you are backing one of their current campaigns, I urge you to reconsider.
Campaign links for reference:
Current Campaigns:
https://www.kickstarter.com/projects/allisterdnd/evolution-was-not-gentle-100-evolving-race-options
https://www.kickstarter.com/projects/dmrain/they-all-think-theyre-right-100-evolving-factions
Previous Campaigns:
https://www.kickstarter.com/projects/dmrain/world-under-red-glass-a-5e-campaign-setting/
https://www.kickstarter.com/projects/dmrain/subclasses-of-wonder/
Beginner To The Deck Building Genre Asking for Recommendations
Hi all.
So, for context recently a friend and I decided to pick up Star Realms at a board game store, as one of the employees had recommended it to us. We have really enjoyed playing it lately.
This was our first experience with a physical deck building game, and we have really enjoyed the format. It's a great break from the TCG community and all that.
I was wanting to expand out and find some more fun deck builders for us to play and hopefully be able to include more people. There's low-key just too big of a selection at our local store lol.
Preferably would like to try some Co-op ones, but PvP recs are welcome too.
I know there's two co-op marvel Deck builders. But I am a little confused as to what the difference is there.
Thanks ahead of time tho!
I painted class icons! Which one do you choose based on looks?
I need some feedback or ideas from you all on my card game.
I’m making a dungeon crawler card game in Tabletop Simulator that I’m proud of called Dark Shadows (Link if you want to play https://steamcommunity.com/sharedfiles/filedetails/?id=367601402)
anyway, I need some boss ideas and stuff and I also want feedback if you play it. Here’s a summary if you don’t wanna play or you wanna get a gameplay idea: You choose a hero class (each hero has a starting weapon, a starting armor, and a health value, and some have abilities.) and you fight through the dungeon (by flipping over cards until a normal or door version are drawn) and the combat is simple, you play 3 attack cards from your hand to get over their defense and kill them (bosses (ones that have health) take 1 damage (unless they have 0, then they die).) and put them in the discard and once you kill all threats in a room you can discard all cards in play by using a door and repeat until you kill the final boss at the bottom of the dungeon. By the way, I am not asking you to play the game specifically, I just need help from you guys, whether ideas or feedback.
I made a 3D dice roller app that works well for Daggerheart and other tabletop games
Hey everyone,
I built a realistic 3D dice roller for iPhone and iPad called Nice Dice Roller 3D, and I think it can be useful for Daggerheart and other tabletop/RPG sessions.
It supports D4, D6, D8, D10, D12 and D20 dice, realistic physics, multiple dice skins and backgrounds, collision sounds, and automatic sum calculation.
The app now also has native iPad support with rotation, Game Center leaderboards, and a new Pig dice game mode that can be played solo against AI or online with friends.
The Freestyle mode is the part most relevant for tabletop games: you can roll different dice types on a virtual table, move them around, clear the table, and use it as a simple dice companion.
I’d be happy to hear feedback from tabletop players if anyone gives it a try.
Printed some tavern NPCs for my table!
I’ve been printing some tavern NPCs lately because I feel like background characters are easy to overlook in tabletop games.
Heroes and monsters get all the attention, but the tavern regulars, servers, bouncers, weird merchants, drunks, performers, and shady corner-sitters are usually what make a town feel alive.
These are meant to be the kinds of minis you can drop into a tavern scene before the players even know who matters yet.
Your favorite fast paced 2 player board game!?!
Hi board game lovers! Looking for your favorite 2 player board games!!! I am a huge BG fan of any kind, but my husband enjoys only specific ones. I am looking for fast paced, quick and easy to learn 2 player games!
Here’s our favorite ones:
•PLAY NINE - we play it all the time, can’t get enough of it, it’s always surprising us with crazy endings
•Guess who - we ask hypothetical questions and have a blast! “Does your character leave skid marks on their underwear?”. Hilarious game
•It’s so clover - clever and makes you think as a team!
•Exploding kittens - Don’t play it that much but have great battles when we do
Would love to expand our collection
Behind-the-scenes photos.
A little sneak peek into the final testing phase of the buildings for the Fold-Flat Paper City of Tarok kickstarter project.
Made by Humans! Hand-crafted creations!
Paper City
The Blacksmith is taking shape, and the forge already burns bright.
Little Cottage (Paper City project)
A glimpse into the final testing process.
Beginner-friendly backgammon tonight in Skokie: Evanston club one-night venue change
If anyone is looking for something low-key and social tonight, Chicago Backgammon League is meeting at Will's Place in Skokie from 6:30 PM to 9:30 PM.
This is normally Evanston Backgammon Club at Firehouse Grill, but tonight, Monday, May 11, we have a one-night venue change because of a temporary scheduling conflict.
Details:
- Will's Place Skokie
- 7927 Lincoln Ave, Skokie, IL 60077
- Tonight, Monday, May 11
- 6:30 PM to 9:30 PM
- Beginner-friendly
- All skill levels welcome
- Guest Pass: $10
- Annual Membership: $95, includes unlimited access to all 7 CBL club locations
Will's Place is a nonprofit cafe creating meaningful jobs for adults with disabilities, and it is a place our founder Jill really cares about and volunteers with.
You do not need to be good at backgammon to come. You can learn, play casually, or just meet people.
Intermission, a Dread one-shot
I just finished a one-shot module for the Dread ttrpg system, just wanted to show it off a little!
Intermission is a tragic divine comedy inspired by Dante's Inferno, found footage horror tapes, and the Sailor Jerry / rubber hose art styles of 50's cartoons. It has 63 pages to pull from, lending to innumerable play-throughs. An ouroboros story engine with 9 levels of Hell, dozens of demons to barter with or hide from, traps galore, and too much Dante's Inferno lore to shake a proverbial stick at. Plus a section where your party can make INSANE weapons, giving you the power to rip through and tear into demons like curdled butter.
You play as a group of anthropomorphized food-based friends descending through the layers of a very specific, very cheesy Hell, guided by a grizzled can of Vegemite, to ultimately be judged by a cartoon demon eating birthday cake alone in the dark. All the while, haunted by hands that reach from everywhere into mouths that lead to nowhere.
The Pixie Styx is a neon roiling nightmare you must cross on a black licorice raft. The Tres Furies are milky witches that will curdle your innards. Rock Candy harpies will shatter off and slash you to ribbons. The Malabologna is ten levels of pure baloney. Literally. The Violence Rings are onion in nature, overwhelming everywhere else. And all while a cartoon demon sits and waits to pass judgement, eating birthday cake in the dark with Lucifer.
Hopefully you can get out of Hell in time to catch the end of the movie!
Tabletop-inspired fantasy battle board – looking for visual/readability feedback
Hi everyone, I’m working on a fantasy strategy battle board inspired by tabletop wargames.
The game is here: https://playtactum.com
The idea is to keep the battlefield readable at a glance: clear hexes, visible unit positions, movement/attack indicators, timers, and simple terrain. I’m trying to balance a digital game interface with a tabletop miniature feel.
I’d really appreciate feedback on the board readability:
Does it feel clear which unit is on which hex?
Are the colors and outlines easy to understand?
Does the board feel too busy, or still readable?
Would this style feel appealing for a fantasy tactical battle game?
I’m also wondering whether this kind of game might be more interesting as a classic turn-based system, where one player takes their turn first and then the other player responds, instead of a more real-time battle flow.
Thanks for any feedback!
How to make an auction in a tabletop session ?
For the next session of Broken Compass with my players, i want to send them in North Korea to win an artifact in an illegal auction, like in greats movies, with the animator, with Rich people throw high prices like nothing for the biggest statue or gem. I don't know how make the auction mini-game. I want them to win the auction without thinking it's a easy win, or a script win.
And Don't worry, my players are send by a Triade's big guy to buy it, and this man give them enough money for winning the auction.
I just made House Rule to play Codenames: Pictures with Duet rule with 5x4 grid key cards. What's your opinion?
Hi everyone! I just made a house rule and grid rule for Codenames: Pictures + Duet.
Motivation: Codenames: Duet pictures is one of my favourites games of all time - and yes, better than the original one. I mostly play board games with my girlfriend, so 2-player and co-op modes are always extra valuable for us. That is what first made me interested in Codenames: Duet. But personally, as I have always preferred Codenames: Pictures, I searched for adoptation. The official rulebook suggest using the 5x5 keycards from Duet, but... that's not right. Pictures uses 5x4 grid key cards. That was the balancing from the original Codenames to CN Pictures right?
So, I decided to do the maths and preserve 20 cards grid, and came up with:
[House Rule] Codenames: Pictures Duet HR (really creative).
I would love feedback, especially from people who play Codenames mostly at 2 players. Hope you guys enjoy!
Setup:
You mainly need the Codenames: Pictures set. Duet-style tokens are useful, but any substitute tokens can work.
- Use 20 picture cards from Codenames: Pictures and arrange them in a 5x4 grid.
- Use 7 time tokens for the standard version. Use 8 for an easier first play.
- Use a custom 5x4 Duet-style key card. (I am building a small web app to make this easier).
Just finished! Please try and tell me what did felt about it (link below)
5 columns x 4 rows = 20 cards
From each player’s view:
- 🟩 7 agents
- 💀 2 assassins
- ⬜ 11 innocents / bystanders
The win condition is to find all 12 agents
What Side A sees:
🟩 🟩 🟩 🟩 ⬜
🟩 🟩 ⬜ ⬜ ⬜
🟩 💀 💀 ⬜ ⬜
⬜ ⬜ ⬜ ⬜ ⬜
What Side B sees:
🟩 🟩 ⬜ ⬜ 🟩
⬜ ⬜ 🟩 🟩 🟩
💀 🟩 💀 ⬜ ⬜
⬜ ⬜ ⬜ ⬜ ⬜
Example key-card logic
- 🟩 🟩 2 shared agents
- 🟩 ⬜ 4 agents only for Side A
- ⬜ 🟩 4 agents only for Side B
- 🟩 💀 1 cross-risk card: agent for A, assassin for B
- 💀 🟩 1 cross-risk card: assassin for A, agent for B
- 💀 💀 1 mutual assassin
- ⬜ ⬜ 7 pure bystanders
This is just an example layout to explain the composition. The app would randomize this.
Full hidden matrix:
🟨 🟨 🟢 🟢 🔵
🟢 🟢 🔵 🔵 🔵
🟧 🟪 💀 ⬜ ⬜
⬜ ⬜ ⬜ ⬜ ⬜
Legend for the hidden matrix:
🟨 = shared agent, green for both players: 2
🟢 = agent only for Side A: 4
🔵 = agent only for Side B: 4
🟧 = agent for A / assassin for B: 1
🟪 = assassin for A / agent for B: 1
💀 = mutual assassin: 1
⬜ = pure bystander: 7
Rules
Play like Codenames: Duet. Both players are spymasters and operatives at the same time.Use only 7 time tokens for the standard version.
All other rules are the same as Duet. You win if all 12 unique agents are found before losing.
Main idea
The goal is to keep the cooperative density of Duet while preserving the 5x4 identity of Pictures. Official Duet has 15 unique agents / 25 cards = 60%. This variant has 12 unique agents / 20 cards = 60%.
If I used 15 agents in a 20-card Pictures grid, the density would become 75%, which is basically the same as competitive Pictures. That would make the cooperative version too safe.
Assassin logic
Duet has 3 assassins / 25 cards = 12% per side. This variant has 2 assassins / 20 cards = 10% per side. If I kept 3 assassins in only 20 cards, the risk would jump to 15%, which feels too punishing for ambiguous picture cards.
Bystander terminology
This variant has 7 pure bystanders, meaning cards that are innocent for both players. But from each player’s actual view, there are 11 non-agent spaces. So “bystander” can mean either pure neutral cards, or simply non-agent cards from one player’s side.
Difficulty
With 7 tokens, the variant is slightly tighter than official Duet: (HR) 1.71 vs. (Duet) 1.67 agents per token. With 8 tokens, it becomes easier: 12 / 8 = 1.50 agents per token. My current guess is: 8 tokens for first plays, 7 tokens as the standard version.
What I would love feedback on:
- Does the 7-agent-per-side / 12-unique-agent structure feel right for a 20-card Pictures grid?
- Does the cross-risk structure feel elegant, or too mean?
- Should 7 tokens be the default, or is 8 the better baseline for picture cards?
- Does the 5x4 grid preserve enough of the Pictures identity to justify custom key cards?
- Would you use a simple pass-and-play key-card generator app for this?
If anyone playtests this, I would love reports with:
- 7 or 8 tokens used
- win/loss
- agents remaining at the end
- whether the loss felt fair or frustrating
- any clue that created a memorable success or disaster
Thanks in advance. I would love to hear whether this feels elegant, broken, unnecessary, or secretly exactly what Pictures Duet should have been.
Disclaimer
* This is a non-commercial fan-made house rule. It is not affiliated with Czech Games Edition, Vlaada Chvátil, or the official Codenames line.
* You need only Codenames: Pictures to play, but with Codenames: Duet is nicer.
* I designed the rule, did the math with AI help, and also used AI assistance to polish my English and structure of this forum post.
*originally posted on BGG with more maths and statistics, but I want feedback from more players!