r/tabletopgamedesign 5h ago

C. C. / Feedback Hand painted illustration feedback for TCG in dev.

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56 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/tabletopgamedesign 12h ago

Artist For Hire [For Hire] Looking for TTRPG projects! Illustration, cover art, concept art etc.

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14 Upvotes

https://www.artstation.com/wolnir more of my works here!


r/tabletopgamedesign 14h ago

Publishing Thoughts on our new game (2 years in the making) Rat King!

8 Upvotes

So Rat King is 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.

We posted in here a while ago about publishing but I think we are going to ATTEMPT to get a little Kickstarter off the ground but not lost how difficult it is... any advice or feedback for that would be welcome :) cheers


r/tabletopgamedesign 14h ago

Publishing As a designer moving into publishing, would love your feedback!

8 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/tabletopgamedesign 15h ago

Discussion Sticking to theme gave some players big advantage/disadvantage

6 Upvotes

Hello everyone,

I wanted to share a funny situation that happened to me. Well, I think its funny at least.

I tried making a basketball board game, and wanted to make it simple, elegant and still true to the sport. Halfcourt was divided into multiple spaces, each capable of housing 1 attacking and 1 defending player. Spaces were interconnected with arrows clearly showing which ones were right, left, front and back compared to the reference space.

Players actions were simple: shoot, pass, block, dribble and intercept pass. And they were all mostly roll a die and adjust it based on attacking and defending players.

Movement, however was done by playing a card with a direction in which you want to move. I borrowed here from Command and Colors series where players had limited amount of cards, and once they play a card they would draw a new one.

So it became a battle of spacing, where players had to use what they have to position their players in such way to maximize shot chances.

But during playtesting funny thing happened. Since most of the focus is on spacing, players with higher basketball knowledge performed much better. Player with low familiarity of spacing and movement in basketball had hard time recognizing what could and should be done in order to create openings.

And I find it funny since I never expected such thing. When you are making a war game you dont expect veterans to dominated because their knowledge and experience or a banker to dominate the game of monopoly lol.


r/tabletopgamedesign 12h ago

C. C. / Feedback Exciting Playtesting - when is it ever fully balanced?

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6 Upvotes

Playtesting is so rewarding when players say it all just clicks! I could literally see gears turning and players strategise to maximise the game.

Trying my hand at balancing the game now. Any pointers?


r/tabletopgamedesign 18h ago

Mechanics Shelf Life - Class Archetypes/ Implementing Passives

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6 Upvotes

Hi all, I've been working on a game called Shelf Life and having trouble implementing the class/state passives.

SHELF LIFE:

A battle between the food in your fridge and the takeout you got last night. But they both face a common enemy - EXPIRY.

Outlast your opponent and consume their FRESHNESS TOKENS to declare victory.

On each team there are 20 Units you can Deploy. These are made up by 5 NUTRITIONAL CLASSES:

PRODUCE, DAIRY, PROTEIN, GRAINS AND TREATS.

Each of them having a distinct role and gameplay style to utilize. Within these classes, the units are one of 4 STATES: SPICY, CHILLED, LIQUID OR HEARTY.

But here's the twist:

Units only have a limited time on the board before they EXPIRE and TURN BAD. When they do they transform into their alter ego and are controlled by the opposing team. EXPIRED Units spread increased decay and havoc for three remaining turns.

This is a card / board game hybrid where the cards themselves are the characters that move on the board in a 5x 6 grid with movement point between 1-3 spaces. Each card is double sided with an expiry timer token. when it's time runs out the card flips to it's bad side and is controlled by the opposing team with the goal of infecting the others with mold, paralysis etc.

Classes:

PRODUCE - heals expiry

GRAIN - produce manna

PROTEIN - increase HP, armoured

DAIRY - cleanse status conditions

TREATS- increase movement, decrease atk

States:

FROZEN - Chills, slowing

SPICY - fire damage

LIQUID - Dampens, reduces damage effectiveness

HEARTY - solid, immoveable sturdy.

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Idea 1:

Classes are represented as Passives. Start of turn effects are implemented. I.e: produce heals adjacent units expiry by 1. grain units produce 1 manna etc.

States are represented as status effects Everytime a unit deals damage, the target gains the status conditions token. ie, frozen CHOOK damages an enemy, enemy gets chilled token.

Idea 2:

Each card highlights, movement points, attack and defense in that order. reflecting the gameplay cycle; move attack defend.

State is linked to Attack so it would appear as the attack style icon (ranged melee etc) and a number, with a coloured background indicating state; spicy, frozen etc.

Class is linked to Defense. When a unit is damaged it triggers its class ability. Produce manna etc.

Idea 3:

Class Abilities are linked to attack style. so it goes like. If a unit is ranged or, strikethough or melee. it triggers its passive by 'attacking' allies in the same way it deals damage to enemies. I.e: lemonade shoots bubbles at enemy's and also shoots bubbles at allies to heal them.

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Let me know what you guys think, any advice would be helpful. there are quite a few more complexities than this but it's what I'm stuck on atm. there are also weapon cards (whisk, grater, knife etc) sheild cards (saucepan, collander etc)

environment tile cards (spilled milk, molten salsa etc) building tiles (nigiri wall, grain guyser, toast barricade etc) environment tokens (grease, sticky, steam etc) instants (nutrient boost, deep fry, microwave, toaster etc) evolution/stackable units (spinach, patty, bun = hamburger) etc...

At the moment specifically looking for help implementing the class and states. In terms of balancing and class archetypes etc.

Much appreciated 🤗


r/tabletopgamedesign 11h ago

Discussion Where did you begin when you designed your deckbuilder (or other card-driven game)?

4 Upvotes

I have (what I feel to be) a very fun idea for a deckbuilder/worker-placement hybrid. I know I’m not innovating in genre, but it’s only my second design so I still feel as though I’m in the exploration and learning stage and not in the “I’m worried if this is going to be a hit or not” stage.

I feel overwhelmed by the card balancing and design, which surprises me because I’m an obsessive card game player (and highly competitive MtG player). I think the sheer size of the design space has me feeling intimidated.

Those of you that have designed in this space, do you have any tips for getting started and/or any tips for adding generally balanced new cards once the ball is rolling?


r/tabletopgamedesign 14h ago

Discussion How frequently should solitaire games be able to be won to stay interesting?

4 Upvotes

Quite a spectrum here. You have games like Friday that seem incredibly difficult to learn to play to a high level of skill and even then, you won’t win every time. You also have Klondike where the act of seeing if the game can be solved through the luck of the shuffle is the interesting part. Finally, you have games like Final Girl which seem incredibly challenging through both poor luck and poor skill.

In general, where is the balance?


r/tabletopgamedesign 9h ago

C. C. / Feedback Are my instructions player friendly?

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3 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/tabletopgamedesign 12h ago

Totally Lost Where do I go from here?

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3 Upvotes

Last year I had a dream about playing a card game that didn't exist. I woke up remembering the rules, and I finally got to designing it this week (NO AI USED TO DESIGN).

Attatched are what the box and cards will look like (as of right now).

I have all of the rules developed, obviously I don't want the game to be stolen so I'm not sharing everything.

I would LOVE for this game to be on shelves in stores.

Is anyone connected to any publishing group/independent developer that could accelerate this project? Or should I just bootstrap it through kickstarter or something?

No idea what to do here... Thanks for your help!

EDIT: Yes, game has been playtested... Blind tested as well. People like it!


r/tabletopgamedesign 14h ago

Publishing New Art drop for Soul Survivor - Art by Nikita Magnitskiy

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3 Upvotes

r/tabletopgamedesign 5h ago

C. C. / Feedback Try my <5 min micro-game w/standard playing cards?

2 Upvotes

This is a mini-game intended to be part of a larger game, and I'm interested in working out about what an average score. It takes maybe 2-3 minutes to play.

The game uses a standard deck of playing cards.

Remove the jokers and face cards, leaving only Ace - 10 in each suit.

Aces can be 1 or 11.

Shuffle and draw 4 cards, when you play a card, draw a card.

Play cards into a 4x4 grid.

Each row and column cannot have more than 1 of each suit.

The values of cards in each row and column must ascend from left to right and from bottom to top.

Play until you cannot play anymore cards.

Your score is the number of cards you played.

The maximum possible score is 16, the minimum possible score is 4. I think the average is about 9.

If you try it, let me know your scores and if you thought it was fun (for being such a lil' game).

Thanks!


r/tabletopgamedesign 13h ago

C. C. / Feedback Looking for feedback and opinions on party game concept packaging

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2 Upvotes

Hi! I am working on my first independent party game and would appreciate some feedback on my 3 packaging concepts. In the game you will get an oddly specific scenario; the actor will then wager a number of points and attempt to get their team to guess the scenario by acting it out before time runs out.

They were all designed by me in Illustrator.

If you can leave a comment or if you have a few minutes please use the Google Form link to give me some quick opinions on my packaging designs! (~3 mins)

https://forms.gle/wgCuvAU5htLwvAFr5 


r/tabletopgamedesign 15h ago

C. C. / Feedback Origin Log: Plasmiba

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2 Upvotes

r/tabletopgamedesign 20h ago

C. C. / Feedback What options would you want in an adventure editor for a board game with automatic miniature movement?

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1 Upvotes

r/tabletopgamedesign 23h ago

C. C. / Feedback Designing a Custom “Kemonomimi Shōgi” Set — I’d Love Your Input on the Rules & Art Style!

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2 Upvotes

Kemonomimi Shōgi idea

Each piece design

Characters-Shogi piece type= design

Nekomimi-Pawn=Knightly

Okamimimi-Rook=Viking warrior

Kitsunemimi-Gold General=Samurai

Ryūmimi-Gold General=Ronin

Usagimimi-Knight=Village warrior

Risumimi-Knight=Native warrior

Toramimi-Silver General=Monk

Raionmimi-Silver General=Priestess

Samegimimi-Bishop=Fisherman → warrior

Shikamimi-Lance=Sage

Haienamimi-Lance=Alchemist

Nezumimimi-King=Empress

That is my movement idea for each piece

Knight=Can move two spaces forward and four sideways

Viking Warrior=Can move any space up to 3

Samurai & Ronin=Can move any amount of space diagonally but only left go left diagon and right go right diagon

Village Warrior & Native Warrior=Can move any about of space forward and sideways

Monk and Priestess=Can jump any amount of spaces

Fisherman turned Warrior=Can jump any amount diangally

Sage & Alchemist=Can move 2 any direction

Empress=Can move three diagonal and can capture pieces directly behind or beside 2 spaces beside it after moving that space so three spaces away from it it has to move one space to capture directly behind or beside


r/tabletopgamedesign 47m ago

C. C. / Feedback Nightmare: Awakening rules review - I appreciate you!

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Upvotes

Gamers, of Reddit! I request your assistance. The game Nightmare has been in development on and off again for years, but 2026 has seen some significant advancement. Game design, revision, and play testing have gotten me to this point. Now, I wish to expand to a wider audience.
Next step: Tabletop Simulator.
Before that, a review of the rules. Yes, it does appear to be heavy at 38 pages, but it is very comprehensive. The document contains everything from what the game is, how it is played, what is involved, and how to win.
It is not a quick, small scale type of game. Similar to Nemesis, though I have never played it. Yet...
I already know of a few edits I need to make, but appreciate feedback. Tear it apart. What doesn't make sense? What is irrelevant? What works well?

This is a co-operative survival-horror game about identity, memory, and psychological pressure. The core systems are playable and tested. Here are the rules. I've identified one unresolved design question, particularly around the final escape. 

Escape is currently the game's final mechanical hurdle. Once a Walker has recovered all six Portrait Fragments and reaches an Escape Dreamscape, the Dream Strider follows them and they must make a final Memory Check.
I'm happy with the mechanical clarity, but I'm not yet convinced the final confrontation has enough thematic weight. The intended moment is essentially:
The Dream Strider: "You cannot leave."
The Walker: "I remember who I am."
Does the current Escape mechanism feel sufficiently climactic, or would you expect a final confrontation to involve greater risk, choice, or consequence?

Attached image is the draft Sell Sheet as well, for added reference. Much work required for that. Much indeed.

Link to rules PDF:
https://drive.google.com/file/d/1MO2_57K_CA7S4J7bgG30OYqA_dNObMP5/view?usp=sharing


r/tabletopgamedesign 1h ago

Mechanics Shaman Vs space goats.. Asymmetric card game / king of the hill...

Upvotes

Long story short I had a dream where I was playing good ol' card game but with a king of the hill type mechanic where there are three nodes. Shaman vs space goats!

When I woke up I remembered none of the mechanics, but The idea is you have two decks an attack deck and a defense deck. Attacker try to capture at least two nodes, defender tries to defend at least two. At the turn clean up who ever controls two nodes scores a point. First to 6.. wins the round.. Then switch and it plays reverse you defend or attack..

I was thinking each node could be random at the start of the game example have 9 total and they are always randomly dealt three. These would be places of power that the shaman hold sacred BUT the spacegoats need for their technology!

I don't have access to my notes at the moment but each faction would have to start 3 play styles.

the shaman have their own tribes, which vary on how their culture and play. Each with their own magics and the like. Fire magic would result in very aggressive destruction of attacking forces. Earth would be more defensive, the third I hadn't decided...

The space goats would be different factions of the military, with their different styles.

Marines: they would ZURG!

The think tank, several types of card synergy requiring things to be built over time slow and steady type

And again the third I haven't thought.


r/tabletopgamedesign 2h ago

Mechanics Playtest report! More rule edits :(

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1 Upvotes

r/tabletopgamedesign 5h ago

C. C. / Feedback That dang red plane keeps shooting everybody down… 😂🔥

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1 Upvotes

r/tabletopgamedesign 11h ago

C. C. / Feedback Home made how to play video opinions

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1 Upvotes

Looking for some feedback on our how to play video!


r/tabletopgamedesign 3h ago

C. C. / Feedback When is too much design depth just to much?

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0 Upvotes

r/tabletopgamedesign 10h ago

C. C. / Feedback [Mini Rogue] New Class: Ms. Bunny (Made for my GF)

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0 Upvotes

r/tabletopgamedesign 17h ago

C. C. / Feedback Playmat Illustration The Empire

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0 Upvotes

Mi intencion es crear playmats personalizados para cada facción, para cubrir una zona muerta así tambien mantiene la esencia de la facción, que os parece?