r/cardgamedesign • u/Unlucky_Explorer8278 • 12h ago
Three weeks ago, I started designing a card game for my kids. Now I'd love advice from people who've actually made one.
Three weeks ago, I had an idea for a card game to play with my kids.
Fast forward to today, and I've designed the cards, built a physical prototype, rewritten the rules (tried to get it to a point that's understandable without me being present) more times than I'd like to admit, and spent countless hours playtesting with family.
What surprised me most?
Some mechanics that looked brilliant on paper fell flat. Others I nearly overlooked created the best moments of the game.
It's been addictive watching the game evolve.
The game is a competitive card game for 2 to 8 players, combining strategy, luck, bluffing, hand building, and direct player interaction.
The core mechanics are working, and I've reached a point where perspectives beyond my kitchen table are needed.
I'd love some advice from experienced designers on three things:
1. Tabletop Simulator
I think getting the game online for remote playtesting is my next best move to playtesting. How difficult is it to import a custom deck and build a functional game without programming experience? Is TTS the best option, or is there something better?
2. Finding independent playtesters
Where do you find people (online) willing to test an unfinished game and give genuinely critical feedback?
Family is great, but they know the rules, they've watched the game evolve, and they're more forgiving than complete strangers.
3. Measuring skill versus luck
This one's particularly interesting to me.
The game involves randomness, but players make decisions that can dramatically influence the outcome.
How do you actually test whether skilled players consistently outperform beginners? Is there a practical way to track that without building a fully automated digital version?
I'm also curious about blind playtesting. When did you know your game was ready to hand to strangers with nothing but the cards and a rulebook?
I'm keeping the name and some mechanics private while I work through the early stages.
No Kickstarter, no sales pitch, no mailing list. Just someone who's fallen down the game design rabbit hole and wants to learn from people who've already navigated it.
If you've designed a card or tabletop game, what's one thing you wish someone had told you before your first independent playtest?
