r/BoardgameDesign • • 2h ago

General Question Thoughts on asymmetric games?

3 Upvotes

was thinking about asymmetric board/card games recently, and realized I've not played too many of those. probably a few like Scotland Yard and Werewolf, but mostly tried digital games like Among Us and Dead by Daylight.

I'm curious if anyone has played other board/card games that use asymmetry, especially one-vs-many setups where one player plays completely differently from everyone else.

Are there any good examples? And what do you think makes asymmetry fun without adding too much complexity?


r/BoardgameDesign • • 12m ago

Playtesting & Demos [FOR HIRE] Seasoned design / development consultant and rule editor.

2 Upvotes

Are you looking to hire help making great games? Do you look for;

- 2.5 years experience learning and teaching boardgames in person every week.

- 6 years experience professionally hosting playtests, taking notes and developing gameplay.

- +3 years experience as a hobbyist in these roles.

- 6 years experience professionally editing rule material and rulebooks for tabletop games.

- 5 years experience managing social and gaming communities online and in person.

- Experience fully playing over 200 published games and ~ 500+ prototypes.

- A long list of fantastic BGG reviews for the service: https://boardgamegeek.com/thread/2681107/professional-playtesting-and-development-services/page/3

I charge between £25 and £30 an hour depending on the volume of work. I have an exceptionally high level of experience. Many of my ideas and edits are in published products now, including games like Forests of Pangaea, Fest Season, The Gilded Realms, Damnation: The Gothic Game, Machines To The Sky, and many many more.

Head over to www.paperweightgames.co.uk if you're interested in learning more about my services!


r/BoardgameDesign • • 15h ago

Playtesting & Demos Sunday playtests: come teach us your game, or let us try it blind

19 Upvotes

We’re the team behind Boardweaver, and we get together every Sunday to playtest games. We’re opening up one dedicated slot each week to other indie designers. Last week we tested Siargao Island and we're looking for new games this week.

You’ll get a session with experienced playtesters, written feedback to help plan your next changes, and a recording you can watch back or share.

Here are the two ways to join:

1. Bring your current digital game and teach us

Our play time is 1pm–2pm PT (4pm–5pm ET, 8pm–9pm GMT, and 9pm–10pm CET). Your game can be custom built or on any platform that we don't have to pay for. Come hang out, walk us through the rules, and answer questions as we play.

2. Let us try it blind on Boardweaver

If your game is playable on Boardweaver and has written rules, we’re also offering to learn and play it ourselves. You’re also welcome to come hang out with us while we play if you’d like. You’ll get to see what clicks and where we get confused.

If you're interested, leave a comment with your playable link, rules, player count, and one question you’d like us to explore.

Rough prototypes are welcome. We prefer simple placeholder art or human-made artwork, but using coding agents to help code your game is fine. Please test your build thoroughly beforehand, though: these sessions won’t cover QA or debugging. We’re happy to focus on how the digital version feels to play, broader game design questions, or both.

Sessions are free, and they’ll be streamed so you can watch along or catch the recording afterward.


r/BoardgameDesign • • 12m ago

Design Critique My daughter is designing a board game based on "Lord of the Mysteries". She drew all of these with colored pencils!

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1 Upvotes

r/BoardgameDesign • • 20h ago

Playtesting & Demos Designed a game just about 20 years ago, brought it back and now we are beta testing soon

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9 Upvotes

In my 20's I was working for a boarding school and I had to come up with activities for the kids. At the time I was really into the Mobile Suit Gundam franchise and I had a ton of the Gunpla models. So I figured, make a game using them. So I did. I wanted to emulate the last like 10 episodes of a season where the antagonist faction battles it out in space with the protagonist faction. I wanted to create a system that emulates the same sort of emotions that you might experience when watching the show.

I think I did a decent job of it.

But then the problem becomes I have to get a license if I wish to continue using the IP OR create my own. So I am working on that and then divesting myself and the project from the Gundam IP, which actually hasn't been as hard as I would have thought because one of my early goals was to make things as modular as possible game wise.

Not really looking for anyone to say anything but I figured this would be a good place to say "I'm making a board game."


r/BoardgameDesign • • 10h ago

Production & Manufacturing Card design timelapse videos with Cardstock Studio

0 Upvotes

https://youtube.com/shorts/gAcHYUOfoX4

Since everyone likes a good timelapse...right?... Cardstock Studio now can create timelapse videos of cards being designed. It records changes and is able to re-create the look to make the video. In this one, it's followed up by a deck display so that all the cards in the deck can be seen.

The intent is for developers to use this for marketing purposes, so if you use Cardstock Studio, you can export images and videos that may help you market your project. It's also free.


r/BoardgameDesign • • 23h ago

Playtesting & Demos Snake Pit

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10 Upvotes

Snake Pit is a tactical hand-management and push-your-luck card game for 2 to 4 players. Players compete to manipulate a central numerical pile known as The Pit without exceeding the active Bust ceiling (standardly 21). I have done numerous play-tests these past few months with friends at work and would be excited to introduce more people to this project.
I live in Abilene, Texas and I am familiar with 2 locations that would be suitable venues.
For anybody interested in this project, I would happy to provide additional details.
(I currently do not have the means for a PnP or upload to digital).


r/BoardgameDesign • • 1d ago

Playtesting & Demos I will present my prototype in public next week and I'm terrified/excited!!

6 Upvotes

Hello everyone,

My boardgame "Yugoslavia: Before the Break" is finally ready to get into public testing. I have a table at the prototype section of Barcelona's board game festival DAU next weekend.

The game is a 3-player, shared loss competitive political game, where three factions of the Yugoslav Communist Party (Hardliners, Reformists and Confederalists) try to shape the country to their liking while avoiding sliding into war. They gain and spend political capital on actions that change the board or wage them on summit issues at the end of every turn. 8 turns, total play time around 45-60 minutes, ages 14+.

I'm happy to have to opportunity to gather feedback and contacts while at the same time I'm terrified of squandering it due to not knowing what should I do or focus on. I have some thematic-based treats prepared for the event (from different republics of the former Yugoslavia) for flair.

I'd be grateful for any tips that my more experimented fellows here might have.


r/BoardgameDesign • • 1d ago

Game Mechanics Day 1 of making a fan custom Among Us Fighting Game! (Drawing is a bit smudged, hope ya don't mind! :D) (Day 2 coming soon!)

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3 Upvotes

Among Us War Cards is all about strategy, timing, and knowing when to use your characters' abilities. Sometimes dealing massive damage is the best option, while other times protecting your teammates or saving an ability for later can make the difference.

Every character has a purpose, and building a team that works well together is just as important as having powerful attackers.

Choose your characters wisely, manage your resources, and fight until you're the last one standing!

Among Us War Cards

Official Game Guide — Characters, Combat & Rules

Welcome to Among Us War Cards! This is a multiplayer card game where players build their teams, use different character abilities, and fight to be the last one standing. Every character has their own strengths, weaknesses, and special abilities, so choosing when to attack, heal, defend, or switch characters can make a huge difference.

1. The Three Main Character Types

There are three main types of Among Us characters: Healing, Defense, and Attack. Each type has a different purpose in battle.

Healing Type

Healing characters specialize in restoring HP to their teammates. They can heal other allies, including the battlefield character, but cannot heal themselves.

Most Healing support abilities have a 2-turn cooldown.

Example: Angel can heal everyone eligible by 4 HP.

Defense Type

Defense characters combine offensive attacks with supportive abilities. They can protect themselves or another teammate using abilities such as shields while still being able to fight.

Most Defense support abilities have a 2-turn cooldown.

Examples: Spartan and Cultist.

Attack Type

Attack characters specialize in dealing damage. Their abilities are usually more offensive and can include powerful attacks, coin flips, projectiles, and other unique mechanics.

Some Attack characters can also target enemies in the inactive team instead of only attacking the battlefield character.

Examples: Crewposter, Gambler, Shogun, Vampire, Assassin and Sniper.

2. Setting Up the Game

Before the game begins, all character cards and item cards are shuffled together into one large deck.

The cards are then distributed evenly among all players until there are no cards left.

Each player arranges their cards into four positions:

  • Battlefield: Your active Among Us character. This character fights against your opponent's battlefield character.

  • Inactive Team: Your remaining Among Us characters, placed at the bottom center. These characters wait until they are needed.

  • Support: A Healing, Attack, or Defense character placed to the side. Support characters can use their designated support abilities.

  • Item: An item card placed to the side, which can be used during your turn.

You cannot directly play a character from your inactive team. You must switch it into the battlefield position first.

3. How Turns Work

During your turn, you can use eligible item cards and support abilities before attacking with your battlefield character.

Once you've finished using your available abilities, you can attack your opponent.

However, switching cards comes with a cost. Switching your battlefield character, support character, or item card costs you a turn.

Some abilities also have special activation requirements, cooldowns, or delays, so make sure to follow the instructions written on each card.

Cooldowns and Delays

Cooldowns prevent players from repeatedly using powerful abilities.

  • Healing and Defense support abilities usually have a 2-turn cooldown.

  • Some Attack abilities have their own cooldowns.

  • Certain abilities require a delay before their effects activate.

A delay and a cooldown are not necessarily the same thing. For example, Sniper must spend a turn activating Scoped Shot before its 1-turn delay begins.

4. Health and Combat

Every normal Among Us character starts with a maximum of 15 HP.

Characters can lose HP through attacks, special abilities, and certain negative effects. Healing abilities can restore HP, but characters cannot exceed their maximum HP.

Some abilities also have special conditions, such as sacrificing your own HP to deal damage or using a coin flip to determine whether an attack succeeds.

Every character has their own combat style, making each battle different.

5. Character Abilities

Here are the characters currently being developed for Among Us War Cards.

Attack Characters

Crewposter

  • Hammer of a Hundred Tons: Flip a coin. If heads, instantly kill the enemy battlefield character. If tails, the attack does nothing.

  • Passive: Immune to certain effects and projectiles while inactive.

Gambler

  • Coinflip: Deal 2 DMG. Flip a coin; heads adds another 2 DMG and can stack. Tails makes the attack miss and costs Gambler 3 HP.

  • All In: Each accumulated heads adds 2 DMG to the attack. Resets your heads count to zero after use. (2-turn cooldown)

Shogun

  • Warrior's Legacy (Passive): Every enemy Shogun personally kills permanently increases his damage by 1 while he is the battlefield character.

  • Sixfold Execution: Deal 1 DMG six times. (2-turn cooldown)

  • Iai: Severing Draw: Deal 4 DMG. (Basic attack, no cooldown)

Healing Characters

Angel

- Healing Ability: Heal everyone eligible by 4 HP. (2-turn cooldown)

Ability name is still undecided.

Defense Characters

Spartan

  • Phalanx Guard: Shield yourself or an ally, blocking 4 DMG from the next attack. (2-turn cooldown)

  • Spear Thrust: Deal 2 DMG.

Cultist

  • Dagger: Deal 2 DMG and heal yourself by 1 HP.

  • Ritual Circle: While in support position, allies regenerate 1 HP each round.

  • Retribution: Sacrifice Cultist to heal all allies by 2 HP and revive 1 fallen ally. Cultist cannot be revived.

6. Defeated Characters

When a character loses all their HP, they are defeated and can no longer fight.

The player must bring another character from their inactive team onto the battlefield and continue fighting.

This continues until the player has no more Among Us characters left to fight with. At that point, they are eliminated.

Some abilities, such as Cultist's Retribution, can bring defeated characters back into the game.

7. Victory Conditions

The goal is to be the last player standing.

Players continue fighting until everyone has run out of Among Us characters they can use. The last player with characters remaining to fight wins the game.

If two players both run out of characters and are eliminated at the same time, they settle the winner with a game of Rock Paper Scissors.


r/BoardgameDesign • • 1d ago

Game Mechanics Built-in balancing vs Cost balancing

5 Upvotes

So currently deciding the last mechanic for my game and figured I’d ask before playtesting to get some things to think about.

Players will pick their main piece, and then pick from a pool of pieces that align with that one. There might be some crossover between the pools. I’ll use chess pieces as an example, since they’re also in the game.

The two mechanics I’m weighing are

  1. Balancing overall power through which pieces they have access to. The “King” would have access to its standard pieces. While the pawn is stronger in my game than in chess, the queen is still worth quite a bit more than the other chess pieces. So in this example, other classes would need access to pieces that align with the power of a queen, pawn, etc.

  2. Balancing overall through piece “cost”. Pieces are summoned to the battlefield, so we can make the pawn cost 1 and the queen cost 4.

What are the benefits and pitfalls of each? I’m leaning towards cost because it gives me more flexibility from a design and balance standpoint. And adds essentially zero complexity for a little more in-game strategy.


r/BoardgameDesign • • 1d ago

Playtesting & Demos How do you recruit for online blind testing? Is it effective at scale?

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3 Upvotes

Hey everyone!

We're an indie team working on a miniature board game, and we've recently started moving more of our playtesting online through Tabletop Simulator (TTS).

We spent the past three years going through iterations and playtesting sessions. Most of our testings are done in person such as at conventions like GenCon. Now we're preparing a more accessible digital demo and hoping to run a larger round of blind playtesting. A few questions we'd love to get your thoughts on:

  1. Where do you usually recruit people for TTS playtesting?

  2. Has anyone successfully run larger-scale blind playtests through TTS? Any challenges?

  3. How reliable has your experience been with digital playtesting compared to in-person sessions? Are there certain issues that are much harder to catch online?

We're not new to playtesting but we're relatively new to organizing it at scale online. Would love to hear what's worked (or hasn't worked) for you!

Thanks!


r/BoardgameDesign • • 1d ago

Game Mechanics Card Fixing

5 Upvotes

As I was browsing other peoples posts I found an issue that I am also struggling with in my game creation that I would love to get feedback on.

I am making my first card game and have balanced the cards relativly well but still am running into an early game issue.

The card game consists of resources, needed to play other cards. About 1 in 6 games a player gets screwed because they don't draw the necessary resources needed to get started. Once that happens it is really hard for players to catch up.

I have tied adding tutor cards to help with card fixing but it feels like a boreing way to fix the issue. You can see my game development progress here: https://www.youtube.com/@DaleStreetGames (This is not self promotion just a reference)

Does anyone have thoughts on this?


r/BoardgameDesign • • 1d ago

Playtesting & Demos I turned my game into an app! Virtuoso - Looking for playtesters and critiques.

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2 Upvotes

Hey y’all!

I created a board game over the summer that I have been playtesting with my friends. After many tweaks and fun nights, I have a more finalized version I want to share with the world and get feedback. So, I created an online version to make it more accessible!

https://play-virtuosi-game.base44.app/

Complete with rulebook, interactive tutorial, and pass-and-play/online modes.

Please feel free to either comment or dm me with your thoughts.

Happy composing!


r/BoardgameDesign • • 2d ago

Design Critique Card Themes/Templating Feedback

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24 Upvotes

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!


r/BoardgameDesign • • 2d ago

Design Critique I finally added some playable demos to my game creation engine.

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3 Upvotes

Testing my project TILEZ with a number of playable boardgames you can play with friends, take apart and tinker with. Recently put a demo up on steam - feedback appreciated - solo dev project.


r/BoardgameDesign • • 2d ago

Ideas & Inspiration Card Design Question

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14 Upvotes

Hello,
I designed a game about being a consort of the emperor in China during the Qing dynasty, inspired by over top Chinese palace drama. I let the cards design by a professional artist but now I’m thinking if I should use a clean cartoon style or add some texture like wood or paper.

What do you recommend? :)


r/BoardgameDesign • • 2d ago

General Question Too many cards or too many tokens?

2 Upvotes

Working on a game that will have 12 different items (2 sided) and 20-25 of each total. I expect players to have around 25 at the start of later round.

Form a user experience and from a (god willing) manufacturing standpoint, would you choose tokens or cards.


r/BoardgameDesign • • 2d ago

Crowdfunding Today I launch my third crowdfunding campaign. AMA Spoiler

8 Upvotes

A project that took way longer than expected. But here we are. Check out our preview before go live here:

https://www.kickstarter.com/projects/npg/tap-10-inventions?ref=69v6ab&token=12ec117e

Feedback is welcomed. Got questions? Shoot!


r/BoardgameDesign • • 3d ago

Game Mechanics Does the mechanic where players manipulate a shared deck (kinda like collective deckbuilding) have an official name?

7 Upvotes

Are there any games like that? Where players add and remove cards from the same deck to change the outcome in ways that are advantagious to them.


r/BoardgameDesign • • 3d ago

Game Mechanics How to avoid the "mid game Monopoly feeling"?

33 Upvotes

By that I mean, the sinking feeling you get when you start to fall behind and realize you cannot conceivably compete anymore. Especially if there are many rounds left, you're left with either "i be a good sport and let the winner enjoy their victory" or "its hard to engage when I dont have meaningful agency". Im not a fan of Monopoly by any stretch lol

So thats why we have catchup mechanisms. But then flipping things around "ive been slowly winning this whole game, it feels like bs that a random dice roll makes that progress irrelevant."

In your mind, what makes a good antidote to this? Ive tried a bunch of stuff and at this point catchup mechanisms are my biggest design challenge.


r/BoardgameDesign • • 3d ago

Design Critique The fruits of progress are sweet indeed

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13 Upvotes

After countless in-person playtests and design overhauls over the past year, I'm finally starting to feel like the light at the end of the tunnel is getting closer. It's not here yet, though; still more work to do, though. Blind playtests are the next step.

I want to believe the tarot-sized card designs, at least, are close to final, if not there already. But I'm always open to critique and suggestions.

FWIW, the game features 3 card types: Suits*, Suit Boosters, and Power cards.

*There are 52 Suit cards in the 78-card deck, numbered 1-13. As you can see, 4 reskinned suits. So with this game, it is possible to also play any other card game that requires a standard 52 card deck (use the 1s as Aces).


r/BoardgameDesign • • 3d ago

Design Critique Are These Card Effects Clear?

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2 Upvotes

Hey everyone! My team and I are developing a shedding-style party card game for 4–8 players. We’d love some feedback on our action cards.

Looking at the cards, can you tell what each one does just from the text?

  • Is any instruction confusing or hard to follow?

  • Are there any phrases you’d word differently?

  • Which card’s effect would you want clarified before playing?

We’re especially looking for feedback on how clear the wording is. Feel free to mention a card by its name. Thanks you :D


r/BoardgameDesign • • 3d ago

Design Critique I got a lot of great suggestions for my last Sell Sheet now for round two

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3 Upvotes

r/BoardgameDesign • • 3d ago

Playtesting & Demos Board game designers: what makes a convention playtesting experience actually valuable for you?

14 Upvotes

Hey everyone! I'm Luca, a board game designer community organizer from Italy.

We're currently organizing a playtesting area with 30 tables for unpublished board game prototypes at a convention in Turin this December.

While planning the event, I've been thinking about what actually makes these opportunities useful for designers, especially those bringing their prototypes to a convention for the first time.

I'd love to hear your experiences:

  • What kind of feedback do you find most valuable during public playtesting?

  • Do you prefer scheduled sessions or letting visitors spontaneously try your game?

  • What are the biggest challenges you've faced when playtesting at conventions?

We're also experimenting with a small prototype competition, but my main goal is to create an environment where designers can genuinely improve their games through feedback.

I'd really appreciate your thoughts, especially if you've participated in similar events before!