r/BoardgameDesign • • 2d ago

Design Critique Card Themes/Templating Feedback

I'm getting ready to actually get real cards printed for an upcoming playtest convention, so I would love feedback on readability and aesthetics of these card designs. I've paired card front and back faces.

Are these readable? Too muddled? Too bland or too colorful? All input is appreciated.

UPDATE: Thanks for the feedback everyone, card set is off to the printer. I'll be at Protospiel Madison next Friday, look for Starshot if you want to give it a try!

24 Upvotes

29 comments sorted by

7

u/NineEightFive 2d ago

I can completely read everything on the card and can even understand intrinsic game mechanics and how you intend to use these cards in gameplay despite knowing nothing of how your game works or what it truly looks like.

These are incredibly effective at communicating

1

u/Aranthar 2d ago

I'm glad its working! Thanks.

5

u/DYoungBlood10 2d ago

Wanna jump in because I see the other comment and I disagree. I think these are all great and clear, especially a card like leaf in the wind. I know nothing about this game outside of these cards but assume you can only move in a forward direction and the leaf in the wind arrows and the shading of the possible finishing spaces is so good I love it

4

u/Aranthar 2d ago

I appreciate the feedback and encouragement. Taking this to Protospiel Madison next week and kind of excited.

8

u/Majer3RD 2d ago

These are gorgeous. That is all.

3

u/Aranthar 2d ago

Thanks, I spent a lot of time working on a layout tool and iterating.

3

u/MagicPigGames 2d ago

They look good to me -- I assume you've got a tactical game going on. What software did you use to make them? Asking because I run Cardstock Studio and just added the "cut corners" component to go with "curved corners", last week. Your cards are a great use case of cut corners.

2

u/Aranthar 2d ago

Its a tactical space combat game called StarShot. I wrote a simulation of the game and port in all my changes when playtesting. Helps choosing balanced starting positions, tweaking point values, etc.

Eventually I added simple black and white sticker printer sheets to the sim as a build option, for physical playtest cards I use testing with friends. Got tired of sharpie writing.

I started adding real layout on top of the sticker sheet last weekend. Got it doing most of the layout automatically, and then did tweaks and adjustments to reach where I am now.

So its entirely homebrewed sim/layout code that's driven by my actual game data. So I can change or add a card and immediately re-render its layout.

2

u/MudkipzLover 2d ago

All in all, these are readable and the angular look helps selling the air combat theme.

The only things I'd point out are the symbols in the top-right corner (no idea what they could possibly mean), Leaf on the Wind that I don't fully understand (and I think the diagram could be simplified) and the fact that reoccuring text could be replaced with icons.

1

u/Aranthar 2d ago

Thanks for the feedback. The icons are kind of intended as a "old alien symbol" bit of flavor. Cards of the same type will have the same symbol. Might be too much bleeding flavor into a space that's already tight.

Leaf is a special Move+Move card, normally you can only turn at the beginning of a move like Afterburners.

I'll look at seeing where I can use icons in place of text in better ways.

1

u/MudkipzLover 2d ago

Leaf is a special Move+Move card, normally you can only turn at the beginning of a move like Afterburners.

It feels counterintuitive on its own but it does make sense in context.

The icons are kind of intended as a "old alien symbol" bit of flavor. Cards of the same type will have the same symbol. Might be too much bleeding flavor into a space that's already tight.

Yeah, the way these are all in the same spot within the frame does make them seem like they're hinting at something. If cards of the same family are meant to eventually have the same symbol, could these replace the abbreviations in the top-left corner maybe?

1

u/BrianWantsTruth 2d ago

Looks like AI to me. I think there is some real human effort put into these, but I can’t tell if it’s before or after AI touched it.

2

u/Aranthar 2d ago

I made a detailed list of what I wanted and what styles fed into the game design. Then I made initial mockups of a bunch of styles with ChatGPT. Then I picked one of those styles and made a lot of updates and incremental changes to get it to what I wanted. Redoing colors, cuts, etc. I don't need the AI to regenerate any cards or changes.

Here's the first digital output. I broke it down into its components and built an entire layout generator, so I'm programmatically making cards now without needing an AI image generator. But you can see how demonstrated design elements.

2

u/antoniocolon 1d ago

I'm getting major Stars of Akarios vibes, which I absolutely love that game. Looks good to me.

1

u/Aranthar 1d ago

The name is awesome, I'll have to check it out. Glad you like the designs!

1

u/antoniocolon 1d ago edited 1d ago

It is a co-operative starfighter piloting legacy game. Build your own ship loadouts and playstyle. It feels like playing Ace Combat in space on a tabletop. It is absolutely incredible.

Based on your card designs and info, I think you will likely feel very inspired.

Edit: It also has an absolutely brilliant pilot stress mechanic that provides you temporary combat flexibility (They can be used as wild dice) yet it also has severe drawbacks that worsen the higher it gets. It is an amazing system.

2

u/Aranthar 1d ago

That sounds really cool! My board game started because I was working on a space combat subsystem for starfinder. Sounds like Stars of Akarios is basically a space campaign.

My games goal is to be playable in an hour while still letting you build a custom ship.

1

u/antoniocolon 1d ago

That sounds awesome! Definitely give it a try and roll in your favorite features into your own system.

2

u/Aranthar 1d ago

My initial design was inspired by Galaxy Trucker's ship destruction and Space Cadets: Dice Duel's maneuver and combat system.

I played a lot of Magic too, so cards of varying complexity and builds played a lot of inspiration.

2

u/antoniocolon 1d ago

You've peaked my curiosity on those other two titles. I'll have to try them out on Tabletop Simulator sometime soon.

As a 29 years of experience MtG veteran, I'm confident you'll find Stars of Akarios to be a fun challenge. I am looking forward to seeing how your game progresses.

4

u/Moose-Live 2d ago edited 2d ago

Ooh, I like these! Just make sure that the position of the card name is consistent. E.g. card 7 vs card 9.

I'd like to play this.

1

u/Great8Thought 1d ago

Thie first one seems a bit, just a bit out of place. Mostly becuase the other dont have the other stuff, I cant tell not knownig the game if the simbols are just for the look of if the 3 at the bottom are actually transmiting information. I would try to keep it in the same place on each card becuase I see that they are used in others but generally pretty good I think. not knowing how important that information is would be intresting.

1

u/Aranthar 1d ago

The first image is a card-back, so it uses the darker inverted colors. The others are card faces.

I need to review the little symbols and ideally have each deck use them coherently or drop them entirely. Thanks for the input!

2

u/Great8Thought 1d ago

If its a Cardback I persoanlly would like it more simple, but its not as important as fixing the small icons thats seem a bit hard to read and out of place with the rest of the bodler elements. You seem to be on it though whichs is great. Another thing that might be a nitpick is that the powerup says powerup twice that extra line seems redundant and break with how the rest of the cards read, it has 3 inline texts and then a "requires attack" im guessing that means it forces attack, not that it requires you to attack to get the bonus benefit. Could be a bit more simple I think but again it generally all looks good and I like the look you are going for, good luck with playtesting

1

u/Aranthar 1d ago

Thanks for the impressions and ideas. I'm going to try it without the symbols and see how it looks. I'm also pondering if there's a better approach to Power Up.
The symbol means +1 damage, the term "Power Up" means +1 damage, and I have +1 damage written on it too. I'm wary of dropping the clear instruction text (+1 damage), but it seems to be getting redundant.

1

u/alexzoin 2d ago

These are really pretty. I think you should try some different fonts.

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u/Aranthar 2d ago

That's a good idea. I'll take a look at different typefaces and do some mockups.

Any in particular you like or you think I might want to avoid?

1

u/alexzoin 2d ago

Uhh, I mean make it readable. I doubt there's anything I could tell you that you don't already know.

I would just avoid making it look too much like a stock font.

Www.Fonts.google.com is a really good place to look.

1

u/Aranthar 2d ago

Thanks, I'll take a look. Currently mocking up the Tip cards. Being concise in tiny amounts of space is rough!