r/tabletopgamedesign

Is it possible to get a boardgame manufactured within a month?

My overall question is whether it is realistic or possible to order 1,000 pieces of a game (e.g. from a Chinese manufacturer) and receive them in Italy within a month.

The situation is as follows: We want to crowdfund a game and send the first 300 units to the backers in time for Christmas, leaving the remaining 700 units to be sent out after New Year.

We plan to run the campaign throughout October, but we expect to know by the first or second week of October how many units we will need to order in total. However, we would need the games to arrive for final assembly of the 300 units by mid-November at the latest, in order to ship them in time within Europe.

We would love to give the campaign a little push during the Christmas gift-giving season, which is why we would like to try to make it work. However, as a team of 3 first-time indie publishers, we can't tell whether this is possible or totally unrealistic.

What is your experience of how long manufacturers take to deliver games? Have you ever paid for fast shipping?

I'd love to hear your thoughts and recommendations! <3

Edit: Thanks for the reality check! Will try to convince my team to pospone everything or produce a few units locally for christmas... Any experiences with production within Europe?

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u/quest_human — 1 day ago

To those who have published a game, what were some parts of the process that were more difficult than expected?

Currently approaching something I would consider "complete" (it never is) now going down rabbit holes regarding crowdfunding. Also doing my research on printers and distributors. If it helps this is a wargame that would require just a printed book. Wanting to make sure there isn't some hidden facet of the process that will blindside me.

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u/cadler123 — 1 day ago

Backrooms boardgame

Hi everyone! A while ago we shared the prototype of our co-op Backrooms board game. Since then, we've done several playtests and have started working on the final art and design.

We're really excited to share a boardgame that unravels uniquely each time you play it, making the map/monsters/objectives change each time. A boardgame where you can explore and help each other, but can also betray when necessary :)

The game has changed quite a bit through our playtests, especially the searching, items, entities, and objectives. Here are some photos from our playtests alongside some of the newer designs.

We can share more about how the game works if you're interested

What do you think of the direction so far? Any suggestions for our game?

You can follow our progress on IG: fuzzygamesinc

u/FuzzyGamesInc — 1 day ago

What feel does this cover give?

Edit: thanks everyone for the kind words. The project looks to embrace retro fantasy and all the camp that came with it. Hoping to have a rules doc to share soon!

Currently working on the cover for my RPG Skirmish game. It will use the classic dice of D&D and pathfinder to resolve combat and have players building out a party of heroes and hirelings. Hoping to tap into that retro fantasy aesthetic. Feel free to give C/C and let me know what vibe this gives off!

u/cadler123 — 2 days ago
▲ 29 r/tabletopgamedesign+6 crossposts

WARSHARD Playtest

So my wife and I have begun play-testing my new mini/setting agnostic skirmish war game WARSHARD. I have used both terrain I have scratch built as well as 3d printed terrain. We have played 2 games so far and have been extremely pleased with the results. Our play-testing will be extensive as there are multiple ways to play the game. I have some pics attached and am thinking about possibly doing a battle report for the game. There will be additional changes and corrections as the testing continues but I seem to have been able to recreate a really solid game. If you guys would be interested in a battle report let me know in the comments.

u/theartofiandwalker — 2 days ago

Which cover would make you pick up this dark card game? A, B, or C?

Hey everyone! I’d love to get some feedback on the cover art sketches of Sinners.

It’s a dark card game for 2-5 players where you play as members of the clergy who have made a deal with the Devil. Your goal is to lure Sinners into your Church, summon Demons, perform Sacraments, and collect 100 souls before your rivals. The game design is made by the brilliant Nezih Savı

Our cover artist has prepared three different compositions.

Which one works best: A, B, or C? And why?

I’d especially love to know which one catches your attention first and makes you most curious about the game.

u/umut-comak — 3 days ago

My 10yo son and I started making our own game!

He's seen me tinkering with some game design ideas for a while now and he wanted to try his hand at it! He loves the look of Root, so he started thinking up a game with battling forest factions. We decided to make the main focus a capture-the-flag game.

You need to get to another faction's base, collect their flag, and make it back to your base. Each animal faction has a semi-unique deck of cards. On your turn you draw a card and must perform two actions from the following: draw a card, play a card, attack, or regroup. Each card can be played for its power or can be used for its attack/defense value.

We just played our first game tonight and it was a blast! Lots of raucous moments and tons of laughter! Can't wait to refine it and keep making memories with him.

u/lostfanatic6 — 3 days ago
▲ 1 r/tabletopgamedesign+1 crossposts

Thoughts on Buffalo Games?

Buffalo Games publishes a LOT of toys, games, and activity kits. But their website is disorganized and has toys and activity kits under the games category. It's a jumble.

Has anyone worked with them before, to get any of your games published? Do you know anyone who works there?

The company and the people may be perfectly fine. Their website doesn't give that impression.

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u/Snoo-35252 — 2 days ago

I built a world building data base connected to board game prototyping and playlets loggin… now looking for beta testers.

I originally started building a worldbuilding database that could be connected to a playtest log, just for myself.

I wanted a faster way to create and connect all the content for my board game projects — rules, cards, storybooks, etc. — print prototypes, playtest them, and actually keep track of which version I was testing.

Then it kind of escalated, as these things have a tendency to do... 

At some point I realized this might actually be useful to other board game designers too. So I kept working on it, and now I’m ready to share it with you guys.

The basic loop is:

Build → Print → Playtest → Log → Tweak → Repeat

You can lock versions before a playtest, log what happened, make changes, and then test the next version without losing track of what changed along the way.

It can also automatically generate simple wireframe cards straight from your content database. So when something changes, you can quickly generate and print a new prototype instead of rebuilding the cards manually.

It’s now at the point where I think it could become a real product, but I need other designers to actually use it.

So I’m looking for a few beta testers with games in development who want to try it and tell me what works, what sucks, 

what’s confusing, and what’s missing.

The beta will run for 30 days, and I’m starting with 20 beta tester accounts so I can actually keep up with the feedback (and database costs).

If you’re interested, you can apply for a beta account at lorunastudio.com.

There’s also an example project on the site that you can browse around in if you just want to see how it works first.

Would genuinely love to hear what you think — even if you don’t want to beta test.

What’s currently in Loruna:

  • Compendium — your game content/database and the source everything else reads from.
  • Component Studio — automatically turn your content into printable card prototypes.
  • Print sheets — generate PDFs with cards laid out for printing and cutting.
  • Rules & Rulebook — keep rules versioned alongside the rest of your game and compile them into a rulebook.
  • Playtest logging & findings — log sessions and generate reports from your playtests.
  • Analytics — track changes between versions and answer things like “did this change actually work?”
  • Piles & component counts — keep track of what’s actually in the box.
  • Expansions — group content into products/expansions without duplicating everything.
  • Storybooks — for campaign/narrative games.
  • CSV import/export — get existing game data in and out.
  • Plus templates, todos, timelines, lineage trees, node views, content health checks, and a few other tools that came out of this thing escalating way beyond the original idea.
u/thejoyofaskingwhy — 3 days ago
▲ 37 r/tabletopgamedesign+1 crossposts

New Game - Wizards Run

Hello! I’ve made my first board game, it’s a classic style roll to move game with a magic twist. 2-5 players with a 20-30 minute playtime. I wanted to capture an old school feeling of board gaming, inspiration like Aggravation and Sorry, but have some modern elements. I created all designs in Blender over the last year and half. What do you think of the overall design?

u/WizardsRun — 3 days ago
▲ 137 r/tabletopgamedesign+4 crossposts

First look at the newest Death Spiral production models

A couple of the newest Death Spiral production models getting some paint.
I think we’re finally hitting the balance I wanted—WWI aircraft that still look the part at 1/144, but are tough enough to actually game with.
How are these looking?

u/Hexwerksstudios — 3 days ago

Should a drawing game include paper?

Working on a pen-and-ink drawing game (dry erase isn't appropriate for this game), and I'm working through different form factors for the box. Assuming that each play-through requires one rectangular sheet of blank paper and that the game includes pens:

  • Is it important that paper be included with the game?
  • If not, is it important that paper be able to fit in the game box for storage?
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u/danthetorpedoes — 3 days ago
▲ 6 r/tabletopgamedesign+1 crossposts

UK based, boardgame made and tested now what?

I made a boardgame over 10 years ago, I've tweaked it, re designed it. Played the new and improved game quite a few times. Everybody who plays (including people i dont know) love it. I ask for honest feedback and get nothing negative. Im ready to try and get it out there. I would be going down the publisher route as I've read that is the best way, especially having a full time job I love. So what next? Trademark? Patent? What should I do? Im a little lost, cheers.

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u/SimpleTurbulent266 — 3 days ago

Pitching a tabletop game system or 'engine' rather than a specific game

For those of you in the industry, or published designers, I was wondering your thoughts on the idea of pitching to a publisher a game system, with example thematic and play-tested implementations, rather than just a single game?

I've got 3 implementations of the system prototyped, they play in a similar way, but feel like different games because of the thematic differences, different missions and goals for players etc.

I'm wondering whether to pitch each game separately or the entire system for creating the games.

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u/philgooch — 3 days ago
▲ 14 r/tabletopgamedesign+1 crossposts

Is it ok to be vague?

I'm designing a dice engine/game and am writing the equipment list, almost the last thing left to do. My problem is I want the game to be able to be set anywhere, not just one place. There is no magic, but still, it could be Victorian etc. So is it ok to just say "Light Melee weapon" as equipment, or does it look lazy? I don't mind the effort, but just don't want to cover all the major settings. My idea was to have a list of broad, vague weapons and have players interpret what they are based on where they set it, will this work?

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u/LittleLeatherMan — 3 days ago