r/tabletopgamedesign

Thoughts on our sell sheet?
▲ 16 r/tabletopgamedesign+1 crossposts

Thoughts on our sell sheet?

Looking for some feedback on our sell sheet for Sandmen, inc., a cooperative trick-taking boss-battler.

u/mistergingerbread — 5 hours ago

Testing "Panel-Style" Card Backs for SuperHero Dating Game

We’ve been working on card back designs for our superhero card game, Date Knights. Our graphic designer recently came back to us with new designs for card backs. 

As background the game has 4 types of cards and only two of them need backs (The rest are double sided/multiuse, so they don't use standard backs). We wanted a "Comic Panel" look that fits with the superhero theme but isn't so visually noisy that it distracts from the gameplay. This is especially for the Power Cards as these live on the table the whole game constantly flipping when they are used and then refreshed. 

I’d love feedback on:

  • Visual Density: Does the panel effect make the card backs feel too "busy" when they are laid out in a row on the table?
  • The "Comic Theme": Do you get the comic book aesthetic, or does it miss the mark?
u/Trogdor_Dagron23 — 3 hours ago
▲ 32 r/tabletopgamedesign+4 crossposts

Tokelau has found its lead artist!

I’m really happy to share that we’ve found the lead artist/illustrator for the game!

Miguel Valenzuela u/CarRaccoon is an awesome artist, who has already started working on the Tokelau, and attached you can see an early example of one of the character (crew) cards. https://www.instagram.com/mythicalcatraccoon/

This is still an early test, but I’m really excited about the direction. The style, personality, and overall mood feel like they could fit the world of the game really well, and it’s exciting to finally see more of Tokelau’s characters come to life visually.

I’d love to hear your feedback. How does the card design feel overall? Does the character art fit the Polynesian early settlers theme?

Tokelau is an upcoming 2–6 player fast-paced strategy board game about exploration, settlement, and trade across Polynesia.

Follow the project and upcoming board game here:
https://subscribepage.io/9A1ijq

u/CaptainBlueBeard1 — 8 hours ago

Zizzit arrive

Zizzit is a small flying creature with a purple body, large pink eyes, tiny insect legs, and translucent wings with colorful markings.

u/timy891 — 3 hours ago
▲ 279 r/tabletopgamedesign+5 crossposts

Fishing in D&D — How Far Is Too Far?

Hey everyone! I’m making a 5e book about fishing, and I’m hoping to get quick feedback on what people would want from this kind of supplement.

The current version turns fishing into a full downtime activity where it’s more than just “roll Survival.” It has grown a lot during development, so I’m trying to figure out whether the system should be simpler, or whether this level of depth is the right direction.

You don’t need to read the book to answer the form. Reading it gives more context, but each question gives enough context to answer, and it's all multiple choice.

Feedback Form Link — should take 2–3 minutes

Current Book Link — if you want more context or just want to check it out

Comments here are also very welcome. Thanks for your time!

————

Image credit: Mosslings by Chris Kintner

u/Vault_of_Velios — 15 hours ago

Which gold mechanic do you prefer?

Traditional individual gold piles or gold held on player owned cards?

Quick Rundown:
In Thieves & Merchants you pay gold to play merchant cards in the market and thief cards in the alleys. Merchants gain gold from the bank and thieves steal gold from other players and kill merchants. Each card has a dice trigger and if you roll that number, you activate that cards effects.

First player to hold all market stalls or bankrupt their opponent wins.

Question:
Right now each player has their own gold piles. What if instead of having individual gold piles, you kept the gold on the card that collected it? And when that card is destroyed, the player who destroyed it gets the gold that was on that card. As of right now, thieves steal x amount of gold from players directly.

You can still spend freely from any card’s gold pile that you control.

I don’t think it will change the economy building dynamic completely, but just offer more choices. - Do I kill their best merchant or do I take that pile of gold on their “weaker” merchant?

Thieves & Merchants is fun as is and it plays well with a definitive winner each game, but I am just looking at small mechanic changes to make the game a little more unique or strategical.

Thanks for any feedback on this gold mechanic idea! Happy Play testing to you all! 🎲 🏆

u/OasisSpades — 7 hours ago

Pop-up book as a terrain solution

I was thinking of different terrain solutions for a wargame in approx 1/72 scale (so far). Right now, I am using handmade cardboard terrain elements, but for the future i was thinking of designing pop-up books. The idea is that they are easy to keep, do not take much space when "closed" and can be placed on a table, floor, box or any other surface.

What do you think: does it make sense for manufacturers and will it be interesting for gamers?

MB not for specifically my game (set in medieval), but for some fantasy or fairy-tale-ish game?

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u/Kik0Ss — 13 hours ago
▲ 33 r/tabletopgamedesign+1 crossposts

Any favourites stand out?

Just wanted to share and get your thoughts on some of the background art for our game Battlesticks! 

We’ve been working with the incredible team at Brushe Studio https://www.brushestudio.com/home  They have really been pulling out all the stops creating these beautiful scenes, each of these feels so rich, full and really bring the cards to life! We’re producing over 80 unique illustrations for the game all hand crafted by their incredibly talented artists! 

Never want to gatekeeper and can’t recommend them enough if anyone is looking for artists or exploring options

u/AlexMalaki — 1 day ago

Prototype : Stick figures or AI ?

Hi everyone, I'm working on a board game prototype and I've tested it once already.
I am planning on hiring a real artist for the final game, but in the mean time, I've drawn some of the game's "scenes/panels" of what I call the game's "scenarios" myself using stick figures because my own art skills are just that bad.

During the playtest, some feedbacks I've received were about how the drawings didn't convey the situations/scenes well, which made it hard for players to appreciate the humor I tried to put into them. The scenes were supposed to be about painting a situation in a DnD game, in which players would use different ridiculous strategies or lose their mind in a situation in which they are facing a mimic in a room and the mimic keeps successfuly disguising itself as different items in the room, creating a feeling a paranoia and panick in the DnD characters' party, leading to situations like attacking everything in the room, flicking coins at each item to see if they react, touching everything in the room in a self destructive way because "they just can't handle the pressure anymore" or even starting a camp in one corner of the room and taking rotations to always keep an eye on the whole room to wear the mimic out until it would have to move eventually because it would become hungry.

Recently, I've tried to generate AI images to replace my stick figures drawings, thinking it might give a better idea of what is actually happening in each panel, and I wonder how people would feel about it. I know AI is commonly not very liked (I personally dislike how it affects artists) but since it's only for a prototype and for testing, I would be interested in knowing if it could be a good tool to use temporarily for testing purposes.

Thanks in advance for your opinions and for sharing your own experiences when designing your games, regarding art and how you find ways to test a game which relies on its art assets in such a way, to make for a better testing experience !

u/DNDOguy — 21 hours ago

Looking for feedback again

Hey everyone, I'm back again with another one of these. Last post, I showed 4 different design options for one of my upgrade cards (the green ones). Between facebook and reddit, the majority of people liked option B the best. So I made one more option, and wanted to compare it to the winner of my last post. That design is "B" here, just like last time, and the new design is "A". I had a few people mention that they like a small amount of flavor text on the cards, and didn't like that I removed that with B. With A, I added it back in, reduced the size of the cost of the card and moved it to the top.

The main reason for any of this redesign in the first place was to unify the designs of what are now 3 different types of cards (upgrades, drones, and special weapons). I needed to make room for the stats on the weapon cards while maintaining enough space for the item image on the cards.

Please let me know which of the 2 designs you like better, and let me know any other feedback or questions that you have!

u/Vegetable-Mall8956 — 22 hours ago
▲ 3 r/tabletopgamedesign+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.

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u/Economy_Ad_3070 — 2 days ago

Inspiration to get your game in front of people

“There are these times when you convince yourself that maybe you don’t need the other players, and you’ve got some idea that is so brilliant and good that if you can just articulate it, the players will show up. And those are moments, I think, of profound failure of imagination. It’s a failure to recognize the importance of players. The fact that the thing you’re making, the game, it isn’t really a thing that you’re making by yourself, it only comes into existence when it’s sat at a table and when it’s activated through play.”
Cole Wehrle, Decision Space podcast Episode 266

I felt inspired (and a little called out) by this quote. It’s a great reminder that all of our amazing ideas we keep shuffling and refining in our head aren’t worth much until we get them on the table and see how they resonate with players. I can’t count the number of ideas I’ve polished for hours only to find out the whole concept was flawed or unfun.

I see a bunch of posts here along the lines of “I’ve spent 6 years perfecting my game, how do I get it published, oh yeah and should I playtest it first?” I figure most of those folks aren’t reading a lot on the subreddit anyways, but if that particular straw man sounds like you, this is your reminder to stop worrying about copyright or NDAs or commissioning artwork and start getting your game on the table with as many people as you can.

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u/drossbatch — 1 day ago

I finished the illustrations for the first 2 factions of DRA&B!

Hi again!

I’ve been slowly refining the visual identity of the four factions for my drafting card game, DRA&B - Devils Robots, Aliens & Beasts. And I finally completed the first two, DEVILS and BEASTS.

What I’m trying to achieve is making each faction feel recognizable not just mechanically, but visually too.

The devils ended up feeling more chaotic, with supernatural elements. The beasts are bigger and heavier and for this reason some of them almost turned into full-art cards. They have to look physically too large for the card itself :D

Who’s your favorite character so far?

As always, feel free to throw at me any feedback!

Open-hand card game

After playtesting our new party game multiple times, we realized it was actually much more fun when played with all cards visible.

At the beginning, when the idea for the game was born, we automatically assumed hidden hands were the only possible solution. It felt natural: hidden information creates suspense, anticipation, and the desire to discover your opponents’ moves.

But during testing, something unexpected happened. The moment we switched to open cards, the pacing completely changed. The game became faster, louder, more immediate, and much more dynamic. Instead of tension coming from secrecy, it started coming from reactions, timing, and quickly adapting to what everyone could already see on the table.

Then we completely flipped the original concept: what if all the cards were visible to everyone?

Suddenly, an entirely different kind of game emerged. It became far more engaging and energetic. Every player could follow what the others were doing in real time, since every move happened openly on the table.

But interestingly, open information didn’t make the game easier. Quite the opposite — it forced players to think and react much faster during their turn. Instead of carefully protecting hidden cards, the challenge shifted toward speed, timing, observation, and adapting instantly to a constantly changing situation.

What initially felt like a stupid idea actually turned out to be the best design choice we made.

Open cards transformed the game into something super fast, chaotic, reactive, and constantly engaging. The tension never disappeared — it simply changed form. Instead of waiting to reveal hidden information, players were continuously reacting to what was happening right in front of them.

And maybe the most surprising result was that we removed a subtle sense of frustration that kept appearing in the hidden-hand version. With everything visible, players felt more involved, more aware of the flow of the game, and less stuck waiting for information they couldn’t control.

How many card games are played with open hands?

https://preview.redd.it/fwwpeqmvog2h1.jpg?width=4624&format=pjpg&auto=webp&s=f45cb4334e890c2f26609592b412ab0d9386d83f

reddit.com
u/Think_Customer_3485 — 1 day ago
▲ 9 r/tabletopgamedesign+4 crossposts

I'm creating a Magic System for my game

This is an early feedback draft of the Project AiO magic rules module.

I’m mainly looking for feedback on whether the spell-building logic is understandable, whether the system feels usable at the table, and where the rules become unclear or overloaded.

TLDR on Spell Weaving:

Magic in AiO is built from nodes. A caster chooses how the spell is delivered, what element it uses, and what effect it creates, then connects those pieces into a Spell Path with Links. For example, a simple fire attack might be Project + Heat + Damage. More advanced casters can add Special Effect Nodes, Interlinks, Rotes, Layering, Esoterica, and Enchanting, but the basic idea is Delivery + Element + Effect.

feedback questions:

After reading it, can you explain how to build a simple spell without me clarifying it?

Does the node system feel intuitive and flexible, or does it feel too complex to use during play?

Which part most needs examples, diagrams, or clearer wording?

https://docs.google.com/document/d/1hwRLeCYZrsdPQD042rQnsNJZwqPX2ldDGEnTTsfmkJk/edit?usp=sharing

For reference here is my core rules.

https://docs.google.com/document/d/1LbYaeo_31-c_SLwHh-wexl0CaEDTimKL7xmpeBHGrX8/edit?usp=sharing

u/cyrosgold — 2 days ago

How crucial is taking your game to conventions for promotion

I don’t generally plan on getting a booth at any conventions during the pre launch phase of my game, although I’m going to be going to conventions. Can I just promote my game at an open playing section of the convention. Since they are much cheaper or even free a lot of the time.

Regardless though how important are these conventions to your board games promotion?

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u/Aknifetoremember — 2 days ago

Slice the Mice - feedback sought

Here's the latest game we're working on - Slice the Mice, a slice and splice game of cutting and glueing mice portions, where the last mouse standing wins!

Players take turns to roll the dice. The combination of symbols grants them the following powers:

Knives - use the cheese knife to slice a portion off another player's mouse. For each additional knife symbol on your throw, chop off another portion.

Glue - re-splice a portion of your mouse back on. For each additional glue symbol on your throw, re-splice another portion onto your mouse. If your mouse is at full strength, splice a piece of another player's mouse that has been sliced! (Caveat here, when it gets down to just 2 players, glue symbols no longer work. Straight cutting race to the finish line!)

X - no action

Action Card - roll at least two Action Card symbols to turn over an Action Card, then follow the instructions. Action Cards can work in your favour or against you!

What do you think? Is this new? Is it worth pursuing? All comments welcome!

youtube.com
u/2nd-sentence-is-lie — 2 days ago

[For Hire] Alloha! I do Illustration/Cartoon character/Comics and Board Games in my style.

Hi, everybody
My name is Roman (Nekr0ns), and I am looking for a job in these difficult times.
I draw characters, illustrations, maps, objects - basically everything that is in board games, haha. Except for the Ui and the labels - I'm not very good at them.
So if you are interested in my work, then I will be glad to work with you!
Have a nice day.

u/Nekr0ns-art — 2 days ago

Do card game consultants exist?

I think my game hasn't been done before, but I always worry that lurking out there is a version that's been out there for years and I didn't know about it.

What methods are there to be sure your game hasn't been created before? Are there card game gurus out there? Or is launching a Kickstarter the best way to find out if its been done before?

My game is in prototyping stage with playtesting, and now a bit of fear is slipping in because I like playing the game and people are calling it fun.

The gameplay is based on some old-fashioned card games, but departs from them and I think I've added unique elements/twists but would like to be sure.

Thank you!

reddit.com
u/SophsterSophistry — 3 days ago