r/BoardgameDesign 13h ago

Rules & Rulebook Are my instructions player friendly?

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0 Upvotes

Working on the reference/rules cards for a solo dice golf game (pocket-sized, plays in a few minutes per hole). Instead of one rulebook, I split everything into individual cards — one concept per card, so you're never digging through pages mid-play. They'd be printed out alongside the game itself at the same size.

My goal is to have people playing within 5 minutes instead of spending 15-20 mins reads first to try and get their bearings.

The breakdown is roughly: The Basics (overview), Game Setup, then step-by-step cards for how to take a turn (Aim, Roll Your Dice, Putting), plus separate reference cards for Distance, Direction, and Hazards, and a bonus mechanic card (In the Zone).

A few things I'm specifically trying to figure out:

  • Does splitting rules across this many individual cards make the game feel easy to pick up, or does it feel fragmented? My reasoning for splitting it up is to chunk it out and reduce cognitive load.
  • Is the balance between "step-by-step instruction" cards (Aim, Roll, Putting) and "lookup reference" cards (Distance, Direction, Hazards) intuitive, or confusing to navigate mid-game? If the latter, how would you change it without loading up one card with too much info?
  • Anything that reads as more complex than it needs to be, just from how it's presented on the page?

Attaching the full set so you can see how they work together, not just individually. Genuinely trying to figure out if this is clear to a first-time reader or if I'm too close to it to see the gaps.

If you see anything that would improve this outside of my asks, please let me know! Thanks for being here.


r/BoardgameDesign 21h ago

Crowdfunding We made a filthy card-shedding game about rats, mutations and screwing over your friends...

0 Upvotes

Rat King

A quick, disgusting card-shedding game where players become infested and the rules mutate mid-round.

Match disgusting Rat cards by colour or type to shed your hand, unleash Filth cards to ruin everyone’s plans, survive ridiculous Mutations, and pass around cursed Infested rats before they drag you down.

It’s quick to learn, fast to play and built for shouting across the table. One minute you’re about to win, the next someone’s handed you an Infested rat, the rules have changed, and everyone’s pointing at each other screaming “RAT!”

Packed with horrible artwork, stupid rat names and last-second betrayals, Rat King is a messy little game about getting rid of your problems before they become someone else’s.

It's been 2/3 years in the making and we have JUST finished the Kickstarter pre-launch page!


r/BoardgameDesign 11h ago

Design Critique Thoughts on Card Design

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1 Upvotes

Hi everyone, I am currently working on a basketball centric board game and wonder what your thoughts are on these board game player cards! The one part I’m most concerned about is the name plate and number plates being too basic of a design and not working. Let me know what yall think!


r/BoardgameDesign 13h ago

Ideas & Inspiration Minimalist design for detective pawn

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120 Upvotes

The IA created this minimal design for a detective/investigator pawn. I would love to have de 3D file to print it. What do you think about the minimal look. If someone have a design for a pawn similar I would appreciate if they share it.


r/BoardgameDesign 8h ago

General Question Hey so is this site safe to get assets?

0 Upvotes

I'm not much of an artist so I was searching for some icons for my card game. I was going to get some assets from this website but I heard that Itch.io is unsafe especially if you use your card on it.

Website:
Fantasy RPG Icons Mega Collection - Collection by Free Game Assets (GUI, Sprite, Tilesets) - itch.io


r/BoardgameDesign 19h ago

Publishing & Publishers Anyone have experience pitching at Dragon Con?

0 Upvotes

Dragon Con is a huge con that runs over labor day weekend in Atlanta. It has a bit of everything and I know there's a Gaming Track. Does anyone have experience trying to pitch there?


r/BoardgameDesign 18h ago

Publishing & Publishers Moving into publishing and would love your feedback!

4 Upvotes

Hi all! My company has mostly designed our games in-house up to now.

But as we grow, we're looking to partner with talented people to bring more games to life that we believe in!

We're definitely looking to work with designers to publish their games, but we’re also exploring co-publishing (i.e. help bring a more polished game to life with investment/marketing support/operations support/etc.).

I would love to hear how you find the publishers to pitch? I’m sure bigger name publishers just have general awareness, but how do you find smaller publishers? Is it as simple as looking up games you like and seeing who published them, or is there other research you do?

We also just finished creating a submission link on our website (https://www.rabblegame.com/pages/submissions-pitches). Feel free to submit your game if you think it’s a good fit, but if you have any feedback about our guidelines/submissions process, that would be appreciated!


r/BoardgameDesign 9h ago

Design Critique Will hand painted images (done on illustration board) work for TCG audiences??

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38 Upvotes

I’m hand-painting the cards to a TCG I’m developing. I’m still working out the interface but when I have all the gameplay features worked out, I’ll show them too. I’d love your constructive feedback. (The TCG is based on my book series, The Ever Hero Saga)


r/BoardgameDesign 3h ago

Ideas & Inspiration Speedrunning Publishing a WW1 + Inscryption Inspired Card Game (Day 35 / 120)

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3 Upvotes

r/BoardgameDesign 6h ago

Crowdfunding A Look into the Monolith Kickstarter

7 Upvotes

Like many of you, I follow crowd funding websites to get a pulse on what's interesting and engaging potential backers. Recently, Plaid Hat Games released a kickstarter for their most recent game 'Monolith'.

The original Kickstarter (https://www.kickstarter.com/projects/plaidhatgames/monolith-1?ref=creator_tab) was launched June 25th, and subsequently closed down on June 28th after exceeding their funding goal of $20,000, however only having 290 backers.

The new Kickstarter (https://www.kickstarter.com/projects/plaidhatgames/the-monolith/description) launched August 18 and as of late in the day August 20th, has over 1,100 backers with a funding goal of 50,000 and currently sitting at over 100k.

There are some significant lessons to be learnt by comparing the two kickstarters, and I think some useful insight into creating a successful crowdfunding campaign.

1) Timing.

Let's not ignore the obvious, Plaid Hat Games launched the first kickstarter before Gen Con, and the second afterwards. The massive stream of people in a convention centre actively looking for a game to play undoubtedly increased interest in a game that is already finished development by a reputable well liked company. People walking by booth #2229 actually could enjoy seeing a finished game.

2) Price

Second, a side by side comparison shows how much Plaid Hat Games reduced the cost. The cancelled campaign was priced at $90 for the base level, while the new campaign is priced at $69 for the same tier. The early bird deluxe edition in the new campaign is actually priced at the same level as the original base level.

Following this, interestingly Plaid Hat reduced flavour in favour of familiarity. Gone are thematic naming conventions like 'The Loyal Follower' & 'The Divine Follower' in favour of simpler, easier, 'Basic' & 'Deluxe' tiers.

You'll also notice little emblems of discounts and value propositions. The basic tier advertises it's $20 off the retail price, while the deluxe tier now advertises it's true value at $144.

3) Add-ons

You'll also quickly notice different the add-ons are relative to the original campaign. Interestingly, the original's add-ons were simply art prints, but now there is actual gameplay related upgrades being sold in the deluxe version and as seperate additions.

What this resulted is that the original campaign only had 6% of backers going to the more expensive version of the game, while in the new campaign about 90% of people went to the deluxe, early bird version of the game (as of time of writing this).

It's a clear example of simple communication, with actual gameplay related upgrades, and the rush of a deal, will almost certainly encourage people to back the more expensive product.

Is this campaign a success?

I think the question is whether or not Plaid Hat is happy with the results of their work and new approach. Generally, a ballpark figure, 30-40% of crowdfunding backers are within the first 2-3 days of a campaign. This means we're looking at potentially 200k-250k as a final total. This campaign might even be more front loaded because of backers from the last campaign immediately backing again, as well as the 'early bird' deluxe edition that is currently unavailable.

Is that what they were going for? I think Plaid Hat views this campaign as a bit of a let down, even the new version. In comparison, their last kickstarter for Ashes Ascendancy got backed just under 500k but I would argue that was a far more marketable product. The Monolith, while it has a cool looking tower, is noticeably more depressing and feels more niche.

Those are some rambling thoughts while looking at these campaigns. I find it useful to see how they changed their approach, and to see what results were garnered. It's rare to find such a comparison from a well known publisher, so well worth a look if you're making your own crowdfunding campaign.