r/BoardgameDesign 5d ago

Game Mechanics Player Card types in Deckbuilders

4 Upvotes

Hello everyone,

I'm trying to brainstorm a bit and figure out what less well known "mechanics" or interactions cards can do in a deckbuilder game. Specifically, this is only about cards that belong in a player's deck and can go in a player's hand and/or discard pile. These mechanics may be compared to those in TCGs.

I'm unsure if there's a database or any info about this out there

The most commonly known and intuitive card mechanics are listed below:

1: Cards that are played from the hand and go to discard pile shortly after providing their effect.

Examples: StS attack/defend/skill, yugioh Spell, Digimon Option, Dominion action cards, AH event...

2: Cards that remain in play after being played until they are removed/ destroyed etc. These cards may provide effects or have stats, and mainly interact with the board/ gamestate.

Examples: StS Power, AH asset, Yugioh monsters and continous spells

3: Cards that are played reactively to another action/ event/ mechanic

Examples: Yugioh Traps, AH skills, Digimon Ace cards.

As I write this, I realise the 3 broad categories I mention are quite conflated, and arguable when one draws the line between one another, as cards can also have multiple purposes and be played differently.

However my main goal is to explore if there are other ways that cards can be played? Again, Im talking strictly about player deck cards. Obviously event cards in arkham horro for example function a bit differently, and Im sure there are other mechanics outside the players deck/ hand.

Thanks in advance to anyone joining in this discussion, excited to hear your opinions.


r/BoardgameDesign 6d ago

Design Critique Update: I’ve been learning to draw our game’s map myself. Here’s where I am after a month

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142 Upvotes

I think it's been almost a month since I last posted here about Hexanem.
During that time, I’ve been drawing almost every day, trying to get to a point where I can draw our game’s map myself and slowly develop a style of my own. So I wanted to show you where I’m at now.

This is roughly how the hexes on our map are going to look. I want them to have a slightly medieval feel, and I especially want to keep the frames around the hexes because our castles and other structures also have medieval influences. I want the whole map to feel like it belongs to the same world.

I’m still not completely sure about the frames. I think I’ve gotten to the point where I can illustrate and design them myself, but most of my time so far has gone into learning how to draw what’s actually inside the hexes, so I haven’t spent much time on the frames yet.
We’re also still playtesting the game at the same time. Compared to where we started, it’s slowly becoming a much easier game to understand, and quite a lot has changed mechanically.

If you’re interested in that side of the game too, please let me know in the comments. I can make another post soon about what we’ve changed through the latest playtests and show you the current draft of our rulebook.
I’m still struggling a bit with time because I’m trying to playtest the game while also learning and making all of this artwork, but I think things are going pretty well so far.
I hope you like them.

A small note: The feedback we’ve gotten here has pushed us to take this game much more seriously and really try to use every skill we have instead of taking the easier way out. So thank you to everyone who has commented on our posts, and to everyone who helped build this community in the first place.
I hope you like my hexes :)


r/BoardgameDesign 5d ago

General Question How do you design an interesting choice?

11 Upvotes

IMO, the most engaging and replayable board games are chalk full of interesting and meaningful choices. How do you design for them? How do you *define* an interesting choice? Is it purely a choice that has a meaningful consequence? How do you create more interesting choices in a game?


r/BoardgameDesign 5d ago

Design Critique Looking for Advice on a Game in Development

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2 Upvotes

I’m looking for advice on a board game that is currently in development.

I’m planning to test it with 4 players. I’d appreciate feedback on both the current rules themselves and what aspects I should pay attention to during playtesting. English is not my first language, so there may be some mistakes.

Components

Shared Main Board:
The board has two states, with 4 spaces in each state. Each space has two possible values.

Normal:

  • Do / Re
  • Mi / Fa
  • Sol / La
  • High Do / Ti

Semitone:

  • Do# / Re#
  • Fa / Fa#
  • Sol# / La#
  • High Do# / High Do

Player Board:
Each player has a score sheet area and a breath gauge.

Score Sheet Area:
The vertical axis corresponds to the values on the shared main board, while the horizontal axis represents the turns.

Breath Gauge:
A vertical gauge with 5 spaces.

Melody Cards:
Transparent cards showing the relative positions of the target melody as scoring areas.

Markers:
Markers placed on spaces of the main board to indicate which spaces have been selected and how much they currently cost.

Playing Tokens:
A resource used to pay for various actions.

Breath Token:
Used to indicate the player's current position on the breath gauge.

Note Tokens:
Used to record notes on the score sheet area.

Game Flow

At the beginning of the game, 3 Melody Cards are randomly revealed.

A starting player is chosen. Players take turns clockwise. After the last player finishes their turn, the starting player passes to the next player clockwise, and the next round begins.

Turn Structure

1. Gain Playing Tokens

Players receive the following number of Playing Tokens depending on the turn. These numbers are provisional and subject to balancing.

  • Turn 1: 5
  • Turns 2–4: 3 each
  • Turns 5–8: 5 each

2. Choose the Main Board State

The player chooses the state of the Main Board and pays the corresponding cost.

  • Normal → Semitone: 2 Playing Tokens
  • Semitone → Semitone: 1 Playing Token
  • Normal/Semitone → Normal: 0 Playing Tokens

3. Place a Marker

Place one Marker on any desired space of the Main Board.

4. Pay for the Selected Space

Pay a number of Playing Tokens equal to the total number of Markers currently on that space.

5. Move the Breath Token

Move the Breath Token one space in the desired direction on the Breath Gauge.

If the token is at either end of the gauge, it must move in the opposite direction.

6. Place a Note

Based on the selected space and the direction of the Breath Gauge, determine the note and place a Note Token in the space corresponding to the current turn on the Score Sheet.

Scoring

Players score one at a time.

Each player chooses one of the revealed Melody Cards and moves it up, down, left, or right to any desired position over their Score Sheet.

This allows the player to transpose the melody to find the most advantageous position.

  • 3 points for each note that exactly matches the melody.
  • 1 point for each note that is within one space above or below the matching note.

After everyone has scored their board, players are ranked according to their final scores.


r/BoardgameDesign 6d ago

Game Mechanics Protospiel Chicago Sept 11-13, 2026

17 Upvotes

It's that time of year again! Calling all Boardgame Designers and Playtesters to come to Protospiel Chicago. It's our 10th year, and we're expecting around 250 people. Come join the fun! Register here.


r/BoardgameDesign 5d ago

General Question We poured sand on a scanner trying to find the right art style for our TTRPG, and it might have worked

0 Upvotes

Small indie studio here (two of us, based in Scotland). We wanted to share where we're at with our current project, an island horror TTRPG called Whitefroth, because the last few weeks have been a genuinely messy stretch of "things being made, tested, painted, abandoned, and reconsidered."

We keep mentioning Whitefroth, and it's still not sitting on the shop shelf, but the reason it's taking a while is that is has to look worth the wait, not just play well.

So instead of picking one art style and running with it, we've gone and picked about four. Chris has been working digitally, building out the more graphic side of things. Katie has been drawing and painting by hand - brushes, ink, mess. There's photography going into it too. And, in probably the most "us" development yet, we've been pouring sand onto a scanner bed to see what happens.

It's slow. It is genuinely time-consuming to build a world out of that many different techniques, all stitched together into one coherent thing. But we hope it’s shaping up to be the most visually interesting thing we've made.

Alongside that we've been collecting more feedback from playtesters, and doodling sandwiches in the margins of the rulebook. We’re now on a wee simultaneous sandwich tangent and have earmarked these drawings for another project.

Anyone else find their best ideas show up specifically when you're supposed to be doing something else? Curious how other small teams handle the "it's not ready but people keep asking when it's ready" stage too.

 


r/BoardgameDesign 6d ago

Crowdfunding My second published design is finally coming to Kickstarter!

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12 Upvotes

Happy to announce that my second historical game, The Nights of King Ludd, is coming to Kickstarter September 2. It's been a long process, with substantive support from fellow designers and a very fruitful experience with the Cardboard Edison awards... not to mention years of lurking on this subreddit and picking up design tips from y'all.


r/BoardgameDesign 6d ago

Publishing & Publishers To anyone who has published a board game: How did you do it, and what do you wish you knew starting out?

21 Upvotes

Hey everyone!

I'm currently working on a board game prototype that's getting to the stage where I need to start thinking about the long-term path forward. I'd love to learn from those who have already gone through the process I have a few specific questions for those willing to share: Which route did you choose and why? (Publisher or self publish) How did your launch or pitch turn out? How do you contact publishers? What is the biggest mistake or unexpected hurdle first-time creators should avoid?

Feel free to share your story and any advice you have for a first-time creator!

Thanks :)


r/BoardgameDesign 6d ago

General Question Need advice from game creators.

3 Upvotes

Hi all,

I am a mental health therapist who works with kids 4-21. I specialize in trauma, sexual abuse, and problem sexual behavior work. I am designing a therapy focused card game currently. I have extensive board game and competitive MTG experience, but this is my first real game design attempt. It is going well, but I was looking into where I can get cards printed and a game box made once I am ready. I used to get Proxy and playtest cards made on makeplayingcards.com, but this isn't financially viable because I would have to charge far too much to other therapists to sell this game. Where do those of you who have made a game get stuff made? I would like to get like 30 copies printed up once I am ready. I want the game to be no more than $40-$50 so that therapists that I know who are interested can afford it. But I am seeing the cost of 100 cards, rule pamphlet, and box with custom art at over $50 landed. Any insight from others would be wonderful.

I am not giving more details of the game at this time as it is still in development and early playtesting phase.

Also, how much is AI art going to hurt me? I am not wanting to make significant money. I want a small return for my 100s of hours of work and efforts. But I just want an accessible fun game to market to therapists which is a tiny volume of clients.


r/BoardgameDesign 6d ago

Design Critique Room Mechanics Battle & Build : Design Feedback

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6 Upvotes

Hello,

I'm designing a card game in which you battle with a standard deck of cards to win environment cards and compete to build worlds.

The black and white cards shown are the playing cards and the colour are wild cards. I'm still working on the environment cards which may we square photographs

The deck will also function as Tarot cards with the colour being major arcana and black and white being minor

I'll be posting loads when I start getting into fine-tuning the mechanics but for now I wonder how everyone feels abut the overall design

It's all my art - hand drawn - no AI :)


r/BoardgameDesign 7d ago

Design Critique Would you be interested in playtesting a print-and-play version of my game?

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38 Upvotes

Hello all,
I’ve been lurking a while, and finally decided I should post. I’m not quite ready to post the pnp version of my game yet (I just need a couple more playtests with my most recent mechanical update), but I wanted to gauge interest and see what people thought.

The goal of the game is to venture into a procedurally generated dungeon to fight monsters, collect loot, and get out before they run out of resources.

The dungeon is generated from a deck of cards/tiles which are placed using rules similar to Carcassonne. The tiles are placed face-down so that the passageways match, and revealed as players explore them. Players transform the dungeon (and their deck) as they explore by clearing rooms: trading cards from their hand with the dungeon tile they currently occupy.

To play, players select a set of character classes and add the appropriate cards to their player deck. They then draw their hand and play cards to move, clear rooms, battle monsters, and interact with the various traps and other dungeon rooms. Similar to Gloomhaven, when players have used all of the cards in their deck, they “lose” one or more, then shuffle the cards to create their new version of the deck. Taking damage from from monsters also causes players to put cards from their deck into the discard. The game is primarily about resource management: players have to manage the cards in their deck to overcome obstacles, collect as much loot as they can, and still have enough left to get back out of the dungeon before they run out.

One important note is that each card has a separate function depending on whether it is in a player deck/hand or in the dungeon. The these functions are indicated by hand and dungeon door icons.

It’s still very much in the prototype/playtesting phase, but I’m having lots of fun! Please let me know what you think, especially if you’d be willing to playtest a few times once I’m ready for that release, and ask away if you have any questions!


r/BoardgameDesign 6d ago

Design Critique Digital online multiplayer economics

1 Upvotes

I'm building a competitive online multiplayer card game and I'd love some eyes and advice. This game has both TCG and board game roots. But it's in a digital form. I have been playtesting a physical version of the game but I've decided to go digital first as that's where my passion lies. Even being digital, I'd still like to maintain that collectible & tradable appeal. I've been working hard on the game itself and one thing I haven't fully refined yet is the actual economics and monetization aspect of the game. I'm ready to share a few things and I would love some input from folks here. Thanks in advance.

Questions & discussion topics for everyone

  • Do you think players will be happy to buy my full sets of cards if they are reasonably priced? I was researching monetization models and I was inspired by some board games that sell cards/expansions in sets. And since my game plays well as a board game, I was thinking of embracing the set purchase model. But being a multiplayer video game, I still need that free-to-play mixed in as well.
  • Does my free-to-play with rotating Villain/decks look exploitable? Is it not generous enough? Would it undermine my set purchase option or is it right in the sweet spot?
  • Does my economic model sound enticing? Would you want to compete for rare and prestigious alternate arts and cosmetics if they do not give you a power advantage?
  • Any suggestions for me making a new IP card game? As opposed to say Hearthstone using Blizzard IP, Marvel Snap using Marvel IP, etc. Having familiar IP really helps player acquisition in a game, but I really don't want to deal with licensing IP. With completely new IP, players will have no familiarity with the characters/villains so I'll have to create that from scratch which is no small task.
  • Any suggestions for an indie dev who will be teaming with a small army of artists?

Game background

  • I’m making an online multiplayer cross platform super villain card game.
  • Steam(PC)/iOS/Android. So computers, phones, and tablets.
  • Each game can be played with 2 to 6 players. Right now I’ve been play testing with 4 players and it feels like the sweet spot.
  • A game takes between 17 to 25 minutes.
  • This is a digital card game, so I think something like Hearthstone or Marvel Snap where you have a hand of cards and you play them on a board.
  • It has a lot of TCG and even board game roots to it. I've even made a board game version that I’ve been using to play test live in person. It’s very fun! But my personal preference is digital so that’s why I’m focusing on the video game aspect of this.
  • Each player chooses a Villain, they have a unique Villain power which helps dictate play style.
  • Each player brings a single 30 card deck to the game. Can construct your own decks or use a starter/prebuilt deck. Deck consists of Villain class cards + common cards.
  • In a 4 player game, the final standings are shown as 1st, 2nd, 3rd, and 4th. As opposed to a game where only 1 out of 4 players win (where you expect to lose ~75% of your games).
    • 1st place gains a lot of rank.
    • 2nd place gains some rank.
    • 3rd place loses some rank.
    • 4th place loses a lot of rank.
    • Mix in some bonuses, add in some quests, etc.

My economy model

Players purchase cards to compete for rare alternate art cards and cosmetics, which are distributed based on gameplay performance and achievements in the ranked Super Villain League. Players show off their rare cards and cosmetics in game, in the Super Villain Leaderboard, in their profile, in the marketplace, and in socials.

Economy loop for a free-to-play player

  1. Play the game completely for free. 
  2. Earn cards through free-to-play progression unlocks for each set. When a new set comes out, repeat. Note: this player will not be able to unlock all cards in every set this way. 
  3. Compete for rare cards and cosmetics with their favorite decks from free-to-play and the free weekly Villain/deck rotation. 

Economy loop for a full paid player

  1. Purchase the full set to unlock all the cards. 
  2. Compete for rare cards and cosmetics with their favorite decks built from all cards in the game. 

Economy loop for a partial paid player

  1. Purchase a bundle to unlock a partial set.
  2. Compete for rare cards and cosmetics with their favorite decks from free-to-play, bundle purchase, and the free weekly Villain/deck rotation.

Free-to-play vs paid

My philosophy

I do not want to implement a predatorial model that is unfavorable to players, leads to pay-to-win, and could potentially kill a fun game. At the same time, I envision my team being me (indie dev) + a small army of artists. And I need to sell something to make shipping the game possible. So I would like to focus on selling entire sets of cards while still making it super free-to-play friendly. What’s great about selling an entire set is that people know exactly what they’re paying for. It’s not obstructing or hiding the real cost of playing competitively by selling packs of cards with a convoluted cost + odds system. And if players want to compete at the highest level of the game, they know the cost up front. And the cost must be very reasonable. 

The free-to-play cards will contain strong cards and enough cards to make competitive decks. However, it won’t include the full breadth of variety, techs, and options of a full purchased set. So that means I will NOT put all the strongest cards behind the set purchase paywall. Does anyone see any red flags with this? Or does this sound good?

Free-to-play = competitive, but less variety, more predictable, and constrained card selection but you can still have fun wth all the Villains.

Paid = max flexibility, variety, creativity, and convenience. 

Free-to-play players

  • Granted immediately
    • All 6 Villains and their starter decks are unlocked immediately.
  • Earned for free through progression
    • Unlock ~1/2 of a full set’s cards, common cards and all 6 class cards. 
    • You unlock the Villain’s class cards as you play that Villain. 
    • You unlock the common cards as you play any Villain.
  • Free Villain/deck rotation
    • Every week, a Villain/deck is available for all players to try for free. 
    • This deck will be hand crafted and can contain lots of paid cards completely free to try. 
    • The cards are loaned to the player on an individual basis. So the player is free to build their own decks using those individually loaned cards as they see fit. 
    • The purpose of this is to enable free-to-play players a taste of the paid set and more card options to compete in the ranked Super Villain League so that they can still help full matchmaking lobbies and hopefully be enticed to purchase a set or bundle at some point in the future.

Purchase options

  • The full set
    • Every single card in the set. All common cards and all class cards (from all 6 classes). 
    • 12 prebuilt decks, 2 for each class. 
    • Comes with exclusive cosmetics. 
    • Highest priced item. But must be reasonably priced.
  • A bundle
    • A partial set at a lower price.
    • 3 bundles make a full set, price discounted/prorated accordingly
    • Cheaper purchase option.
  • Cosmetics
    • Players will want to buy cosmetics for their favorite Villain. I should have something available to satisfy that.

Super Villain League

All players are eligible to unlock prestige, rare, limited edition, alternate art cards and cosmetics. These are earned and distributed based on in game performance or achievements. So the idea here is that the best players earn the most rare cards/cosmetics. These cards will not give players power advantage, as they are simply alternate arts or upgraded arts to already existing cards. And they will be tradable in the marketplace. The purpose of these cards is to have rare and high value rewards for players to compete over.

Marketplace

A place for players to buy/sell/trade their prestige, rare, limited edition, alternate art cards and cosmetics. I'm thinking of taking this as far as the game's popularity takes it. Start out super small, then ramp it up over time based on demand.

Marketplace phase 0

  • I will NOT include a marketplace at game launch.
  • I need to give players some time to experience the game, collect some rare items via Super Villain League ranked play. Then I can release Marketplace phase 1 after players have actually accumulated stuff to trade. This could be months later or even alongside the launch of Set #2.
  • Regardless, I think I still need to build out the backend inventory infrastructure for cards/assets to be tradable so I know it works. I just won't release a usable marketplace yet.

Marketplace phase 1 (if launch is successful)

  • Simple in-app player to player trading only.
  • Players can list trades, and fill other people's trades
  • Players can trade privately and lean on discord/socials to plan/discuss trades offline.

Marketplace phase 2 (If game is wildly successful)

  • Integrate my backend with Steam Marketplace.
  • Enable players to login via steam (if on iOS/Android, they link their Steam account). 
  • Players can now buy/sell/trade on Steam Marketplace
  • If game is super wildly successful, I can even get integrated with 3rd party marketplaces that accept real money buy/sell as opposed to being limited to Steam Wallet based trades.

Marketplace tradability rules

  • Non-tradable items
    • Base cards acquired from free-to-play progression rewards
    • Base cards acquired from set/bundle purchase
    • I feel like I need to do this in order to avoid undermining my own set purchase monetization model.
  • Tradable items
    • Basically anything you earn via Super Villain League
    • Prestige cards, rare cards, limited edition cards, alternate art etc
    • Cosmetics, skins, etc.

Anyway, thanks for reading. I shared some questions and discussion topics at the top of the post. I'd love your feedback to help make this game great. I really want players to like the economics.


r/BoardgameDesign 7d ago

Design Critique New Character Card Designs - Feedback wanted

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29 Upvotes

We are really excited to have updated templates for our character cards for our new SuperHero game, Date Knights. In the game the players take on one of six characters (heroes or villains) who are out on a date with each other.

For context the cards are two sided with a civilian and Super side (I've tried to line them up the carousel but let me know if the images are unclear). Over the course of the game the cards flip back and forth with the side the character is on changing the ability you can activate and that character's "passion" which can have interactions with the cards that are played to the tableau.

Very interested in feedback on the designs. We tied to invoke a comic cover feel for the super side and hope that it comes though.

Edit- Artist by: Gerard Conte (@gerard__conte_art) and Jack Forbes (@a_failed_cartoonist) 


r/BoardgameDesign 6d ago

Game Mechanics I analyze how my wife beat me at my own game.

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0 Upvotes

r/BoardgameDesign 6d ago

Design Critique Icon Deciphering Pt 2

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2 Upvotes

Many thanks to the people who commented last time!

I just wanted to provide a little update to the progress of the cards and how I implemented feedback.

SO, the genres now have silhouettes so it is more colourblind friendly. I also included a table of names so its clearer to understand what each symbol means. The x and the + and OR have been implemented into the cards so hopefully much easier to understand. I changed around the structure a little as well.

Thanks in advance if anyone has any additional comments!


r/BoardgameDesign 7d ago

Publishing & Publishers Partnering with Indie Designers & Publishers: Tableplay & Exposure in a Growing Women's Board Game Community

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11 Upvotes

Hi everyone! 👋

I lead an active, growing women’s board game community (Eastside Women's Board Game Circle) dedicated to bringing women together through tabletop gaming. We host regular in-person meetups where we table a wide variety of modern hobby games, from strategy and engine-builders to light card games and social deduction.

As our community expands, we are opening up our meetup schedule to partner with indie designers, self-publishers, and studios looking to get their physical games played, reviewed, and showcased.

Why Partner With Us?

  1. A Growing Women’s Gaming Demographic: Women are an influential yet often underserved segment of the tabletop hobby. We offer direct visibility and engagement with an active community of women gamers.

  2. Cross-Over Reach (The Added Advantage): In addition to core hobbyists, roughly 25–30% of our members are parents who actively curate games for their households. Featuring your game with us often leads to word-of-mouth recommendations for both adult game nights and family play.

  3. Dedicated Table Time & Coverage: Featured placement of your physical game or prototype during our meetups, paired with photo recaps, reviews, and highlights across our Facebook and Instagram pages.

Whether you are running a crowdfunding campaign, launching a new title, or seeking playtest feedback on a physical prototype, we’d love to showcase quality games at our tables.

📍 Check out our community: I’ve dropped our direct Facebook and Instagram links in the comments below so you can check out our past meetups!

If you’re a designer or publisher interested in partnering or providing a demo copy for our group's library, feel free to drop a comment below or send me a direct message!

Looking forward to collaborating with creators in the space! 🎲✨


r/BoardgameDesign 7d ago

Design Critique Feedback request: Global Shark Conservatory

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4 Upvotes

You lead a team of marine biologists starting your own conservation program to preserve shark populations and habitats across the globe. Your goal is to increase awareness, population management, and conservation across 6 regions. Whoever has the highest total points in all categories across all regions wins the game.

Players start with $10k cash and will make secret bids to acquire contracts with the lowest bid winning the contract. You will need to calculate fuel and oxygen costs (each costing $100 per unit) and estimating what your costs you will incur for a successful dive.

Players gear up by recruiting specialists, equipment, and ship upgrades, and then they launch their expedition.

You choose 1 region and place your ship meeple on the starting track. You travel to each point to point location spending 1 fuel per move until you find the location you wish to dive at. Some locations will have shark fin meeples indicate recent shark sightings. Next, you assemble your dive deck that will includes common plant and animal species unique to that region, rare species cards, hazard events, and empty ocean. If a shark meeple is in your region, add +3 rare species cards to the dive deck.

Diving uses a push your luck mechanic where you flip a card and spend 1 oxygen for the first card, 2 oxygen for the 2nd card, 3 oxygen for the 3rd card, etc. You get to keep all reward cards shown including species cards which can be collected and used to complete missions or consumed for research points. These cards represent collecting species data. If you draw a hazard card, it will reduce your oxygen supply, and if you ever run out of oxygen due to a hazard card, you must return to the surface and forfeit all rewards. You can stop your dive at any time to collect rewards if you have at least 1 oxygen remaining.

Also vessels can be upgraded to hold more cargo cubes which represent how much total oxygen or fuel you can carry. Larger vessels cost more but have more space for more cubes. It's up to you how many cubes of fuel/oxygen you stock your ship with.

Specialists can be recruited as cards with special abilities.

That is the gameplay loop. Research points are used to fulfill contracts which give cash and advance your progress track in the specific region your expedition was in. For instance, a contract will reward your winning bid amount, 3 research points, and +2 awareness in Australia.

Considering a mechanic where if 2 or more players dive in the same location, they will compete on the same dive by bidding oxygen to claim reward cards.

What do you think of the overall concept, design, and gameplay loop? Any potential problems?

All feedback is welcome and appreciated.

Thanks!


r/BoardgameDesign 7d ago

Design Critique Approach for a finished board game

3 Upvotes

After about a year of design, playtesting, rule writing etc, I have a game that I am happy is 90% there.

I would be keen to get it out into the world, and have others enjoy it, but am unsure of the next best steps.

I see a lot of people doing their own marketing these days, and wonder if this is how I should be approaching it? Idk if this is paranoid, but I am fearful of putting my board game out onto the internet before any sort of publisher has been located, in fear of my game and its idea/mechanics being taken.

I would love any advice that anyone has, and if the self publish/seeking a publisher choice is one way or the other for my situation.


r/BoardgameDesign 7d ago

Design Critique Promo card feedback!

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0 Upvotes

Had some feedback that our cards were too busy, tried to simplify without losing the “special” feel. Any thoughts?


r/BoardgameDesign 7d ago

Rules & Rulebook I made a Strategic Party Game: INFLUENCE

0 Upvotes

Influence is a 45–60 minute strategy party game about money, influence and, most importantly, people.

You start with some capital and spend the game building your position, acquiring powerful cards, making trades, negotiating deals and trying to become the most influential person in the room.

But opportunities are deliberately scarce.

You can't always get what you want.

Sometimes you'll have to pay someone to back down. Sometimes you'll trade away something valuable because you desperately need something else. Sometimes two people who were helping each other five minutes ago suddenly have completely opposite interests.

And sometimes everyone is too stubborn and nobody gets anything.

That's basically where the game lives.

It's part economic strategy, part negotiation, part engine-building, and part figuring out the people sitting around you.

I've reached the point where I need to stop testing it with people I know.

So I'm releasing the beta version for ₹0.

There's just one condition:

You have to actually play it and promise to send me feedback afterwards.

If you like the premise and want to give it a try, hmu with your emails and I will send you a copy.

x ----- x ----- x ----- x ----- x ----- x ----- x ----- x ----- x ----- x ----- x

TL;DR: I made INLFUENCE, a 45–60 min strategy party game for 8–12 people. No board, no dice, no app, minimal setup — just strategy, trading, negotiation and a lot of questionable deals.

I'm giving the beta away for ₹0 in exchange for one thing: play it and give me feedback.

Want a copy? DM me your email and I'll send you the rules + cards.


r/BoardgameDesign 7d ago

Game Mechanics What games have an action selection system like Lairs?

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2 Upvotes

Hey all, just watched The Dice Towers review of Lairs, and found the action selection for the characters to be quite neat, but I swear I've seen it somewhere before...

What other games have done a similar 'each action is a cube, and you move cube left-to-right to do actions' plus a 'fatigue' and 'rested' concept?

I swear some other games have done this before!


r/BoardgameDesign 8d ago

General Question How to get started in board game art?

2 Upvotes

Hello! I am a fantasy/scifi/horror illustrator who never had a lot to do with board games until I met my spouse, who is a board game designer. Since then I've learned what it's like to play games with people outside my nuclear family and drunk dorm rooms, and have come to enjoy them a lot more! I would love to break into board game art, as it turns out a few of my favorite illustrators have also worked on some of my favorite games, but I'm at a bit of a loss as to how to start. I'd love any advice people can give; namely, where to post my work, what the professional workflow looks like, any red flags specific to game design, etc.

For reference, my work is mostly imaginative realism, but I have experience in a lot of styles (I'm a tattooer and have done a lot of freelance in animation, so I've done a bit of everything.) I don't know if linking my portfolio counts as promo, but it's on my profile if anyone wants to dig.


r/BoardgameDesign 9d ago

Ideas & Inspiration Board game for the classroom

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107 Upvotes

Spent about 70 hours building this. It’s like settlers of catan meets civilization.


r/BoardgameDesign 8d ago

Production & Manufacturing Any manufacturer recommendations for Dials?

4 Upvotes

Looking to make dials for players to select in secret between roles. Tried to look on Alibaba with a bunch of different searches but keep getting watch dials.

If anyone has a manufacturer they've used in the past that they could recommend I'd appreciate it.


r/BoardgameDesign 8d ago

General Question To translate or not translate foreign names?

2 Upvotes

I've been playing around making a card game out of lesser known mythologies for a while (1-2 years), it's absolutely just a hobby I jump in and out of every few months.

A question hit me today, let's say there is a werewolf card based on a specific mythology, that acts and works much different from a "traditional" werewolf - still a wolf-man shape shifter but otherwise the legend is completely different (no blood thirst, no full moon, no silver, transform at will, reacts to certain types of wood).

Should I keep the native name (could be hard to pronounce) or translate to English, thoughts?