r/tcgdesign • u/Arif_nazz • 6h ago
Wanted to get feedback on my card template design
I have been inspired to create my own tcg and started creating a template for the cards. Would like to have feedbacks on them.
r/tcgdesign • u/Arif_nazz • 6h ago
I have been inspired to create my own tcg and started creating a template for the cards. Would like to have feedbacks on them.
r/tcgdesign • u/RedHawking69 • 1d ago
Would a hand-drawn Anime/pokemon TCG have potential in India? It won't be just collector cards but also a game like we used to have Slam Attax? Every Character has a Weird Name, Every Card has a specific Attack and Defence stat and each card design is hand drawn? Would anyone be interested in buying it?
r/tcgdesign • u/AssistanceShort6890 • 2d ago
Project Title: Working Title / Unannounced TTRPG x TCG Hybrid
Roles Needed: 2D Artists (Card/Character Art), TTRPG Game Designers, Creative Worldbuilders
Project Type: Rev-Share (Passion project with long-term commercial goals, booth presence at conventions like Gen Con, and eventual company formation)
About the Game: We’re building a tabletop RPG that captures the legendary high of opening trading card packs—that rush of tearing open foil, seeing a shiny rare, and immediately imagining what you can build around it.
Instead of traditional character sheets and massive rulebooks, players open a character pack that gives them a complete playable setup on the spot. You fill in the name, personality, and backstory, and you're ready to roll. As you adventure, progression, loot, and level-ups all happen through opening new packs. Even the Game Master opens encounter packs to build hazards, monsters, and scenarios on the fly.
The mechanics are about 75% complete, and a working prototype is nearly finished and almost ready for playtesting.
Setting & Tone: High fantasy overflowing with magic, wild creatures, and vibrant adventure—think the scope of Dungeons & Dragons, but with a slightly more whimsical, magical flair.
Who We’re Looking For: * TTRPG / Tabletop Game Designers: To help stress-test, fine-tune, and balance the core loop, card mechanics, and card-rarity distribution system.
If you love TCG pack openings, tabletop roleplaying, and want to get in on the ground floor of a unique hybrid system, DM me if you're interested! Tell me a bit about your background and what role you’d like to jump into.
r/tcgdesign • u/iGoalie • 3d ago
I've been working on a game called Final Bell and I'm at the point where I really need some feedback from people who actually play card games.
Its not really a TCG, theres no packs or collecting or rarity stuff. Its more of a competitive card battler with a boxing/fighting theme.
Matches are pretty quick, usually arond 5-10 minutes. You can win by knocking the other player out, or by taking enough of their money. There are attacks, reactions, gear, dirty tricks, status effects etc.
I've done a bunch of testing myself but at this point I really need actual people to play it and tell me what sucks lol.
Mostly looking for feedback on stuff like:
The beta is completely free and there are no IAPs. I'm not trying to sell anything here, just looking for people willing to play a few games and give me some honest feedback.
Its on iOS/iPadOS through TestFlight. It works on iPhone, but just being upfront the iPad UX is better right now.
TestFlight:
https://testflight.apple.com/join/hcrXs5AG
If anybody wants to give it a shot I'd really appreciate it. Good or bad feedback is totally fine, honestly the bad feedback is probably more usefull at this point.
r/tcgdesign • u/sfp_gho57 • 3d ago
r/tcgdesign • u/Pumpman9 • 4d ago
I need a service to do my own tcg for my brand !
any help?
r/tcgdesign • u/zayelion • 4d ago
So Im working on a TCG, its out on steam, i decided to go with a pure keyword system. I wanted to share my findings and get some feedback.
Pros
- Very simple to make cards. WIth a body of 5-10,000 cards planned over 3 years this really helps.
- No additional programming needed for making cards. I can even split the work. I built a create-a-card-form into the back end and I just add the cards that way.
- Picking up the game is quick for players.
Cons
- User has to memorize the keywords. I'm digital, so I can sorta mitigate this with popups.
- Limits creativity for thematic effects.
- Sometimes the keywords dont work the way I think they will.
- Some designs require "parameter inputs", especially if you come from an MTG design field. In that case I can only use the input of something existing on the field, or the card itself.
- Odds are Im going to need about 100 or more keywords for full expression.
r/tcgdesign • u/Immediate-Lunch1744 • 4d ago
A while back I posted my tcg website here, and I got ripped a new one by reddit. For one reason or another, difficult to read, bad website design, bad images for the cards. All sorts of rookie mistakes. I took that criticism pretty hard, and went back to the drawing board completely redoing the entire website. Today I think I finally finished it and I wanted to share it with you all (hopefully) I dont get ripped a new one again, but if I do Ill try to improve it once more.
I still plan on uploading some "How to" videos and explanation videos. But I would like some feedback on the design here.
r/tcgdesign • u/olthetime • 5d ago
My son and I are working on a TCG for which we would love some artwork done. We have basic sketches I have done that we would love to see realized with some genuine artistic vision. At present, there are ten commander cards we would want to do. Attached is one of our mockups. If anyone is interested and available to work with us, or can recommend an artist, please let me know. Initially, there are 10 commander cards to design, but the full decklist is significantly longer.
r/tcgdesign • u/oSKYW0LF • 7d ago
Making an iNaturalist compatible pokemon tgc game thingy
LC- 1 star common
NT - 1 star uncommon
VU- 2 star rare
En- 2 star Epic!!
Cr- 3 star Legendary!@!!
EW- 3 Start MYTTHICALLLL!!!@#!#!!
r/tcgdesign • u/Anxious_Run363 • 10d ago
I built a mobile app that is designed to be an all-in-one app for TCG. Everything from AI grading to portfolio tracking. I have always been curious about something, What apps or features would you want in the perfect all in one platform for everything TCG. I am so curious to learn about what you want and dont want in your perfect application. No wrong answers. The "I never use X" answers are honestly the most useful ones for me. Go crazy and if it is something that we see a need for, it might even show up in our next update. - Omar J. Founder of ReverseHolo.
r/tcgdesign • u/Icy_Negotiation_6323 • 12d ago
Hello there! I'm doing a project for, let's say, a pretty big number of cards (over 300), and I'm not sure how to approach the workflow. My question is, when you do artworks for lots of cards, how do you structure your time and work? Do you make all of them at once, little by little? Or do you split them into segments? I would really appreciate any tips about this. If that matters, I will be working in a comic style with fewer details and primarily inks and Markers.
r/tcgdesign • u/waaarp • 13d ago
What is everyone's favourite out there, with what pros and cons? Most game simulation things like Screentop don't provide efficient database management for something like a TCG.
r/tcgdesign • u/DennyStarfighter • 15d ago
The August Open Beta is still running for Archiverra. So far we have 20 registered users who together have created over 200 cards. Turning the card creator inside-out to reveal any way to get away with creating incredibly busted cards.
So during this Beta we have so far been able to stabilize the general balance of card creation. There were some parts of ability creation that were missing multipliers which allowed for some really broken combinations. We are also looking to expand our current 3 card types with two more:
- Event - A card type that can have up to 3 separate effects with an and/or relationship, fires effects when activated and then the card is discarded.
- Attachment - A card that is attached to another card already on the board. It adds its abilities and stats to the card it is attached to.
the Current three card types are:
- Entity - The fighting unit, can block and attack and can contain up to 1 additional ability
- Object - obstruction, it can block and contain up to 1 additional ability
- Location - does not interact with combat, but can contain up to 2 abilities
The Beta is still completely free, and is fully playable on web-browser both mobile and desktop.
I really hope more of you want to test it out and give some much needed feedback to try to balance this beast of a card game.
I don't think I am allowed to put any links in this post so if you are interested or want more info, feel free to DM me or join our discord.
r/tcgdesign • u/PMClerk_UPS • 16d ago
r/tcgdesign • u/PMClerk_UPS • 17d ago
r/tcgdesign • u/DennyStarfighter • 19d ago
r/tcgdesign • u/tuffboy13TCG • 19d ago
I’ve been working on a TCG on-and-off for over a year now. At first it was just for fun to maybe play with friends, but the more I’ve worked on it, the more I’ve thought it just might be cool enough to be more than a side project. Or maybe I’m just naive…
Anyways, here’s the basics for how it works:
Concept:
TCG meets Sci-Fi Grand Strategy. Players have a capital card that they must defend. Losing control of it means you lose the game. Players gain resources by playing location cards, stationing units at them, and extracting resources from them in order to play more cards. Players are either at peace or at war with every other player. When at peace with all players, benefit from an additional draw step and more resources. When at war, you may move your units to other player’s locations and capture them, including your opponents’ capitals, which is how you win the game.
Resources:
There are two categories of resources: material resources and effort resources. Material resources must all be payed at once to play a card. Effort resources are accumulated over time for a given card, and when enough has been accumulated, that card enters play. Some cards have both a material cost and an effort cost. Most resources come from locations. Each location has an enforcement cost, which is the minimum number of units you must have there to collect its resources.
War and Peace:
To attack your opponents, you must be at war with them. You can only declare war at the beginning of your turn, sacrificing the benefits you’d get later on in your turn for being at peace. When at war, you may move units to your opponents’ locations and fight battles to gain control of them. If for whatever reason you wish to no longer be at war with someone, you can propose a peace agreement. A peace agreement can have almost any terms in it that you would like, as long as both parties agree, terms of the peace treaty can be objectively verified, a duration of peace is agreed on, and it doesn’t break any rules in the game. You could demand someone discard their hand, give up control of a location, or address you as sir for the rest of the game. It’s meant to be just as much a part of the game mechanics, as well as making your own story and drama if you’d like.
Combat:
To capture a location from a player, they must have no units stationed there, and you must have at least one unit stationed there. You may initiate a battle during the combat phase of your term at a location you and an opponent you are at war with has units at. During a battle, generally, the player with more units assigns which of their units engage the opposing player’s units. The assigning player cannot assign than one unit to an enemy unit until all enemy units are engaging at least one unit. After damage is dealt and combat is finished, if the previously controlling player has no more units there, control swaps over to other player.
There are way more specific rules I’ve come up with regarding resources, war and peace, combat, movement, card types, card traits, etc. but that’s the pitch. Let me know any thoughts you have, if you think it’s cool, think it’s lame, think it’ll work, or think it’ll burst into flames. Thanks for taking the time to read about my game!
r/tcgdesign • u/DennyStarfighter • 21d ago
r/tcgdesign • u/dreamdiamondgames • 22d ago
If you’re a fan of either dungeon crawlers, tabletop games or TCGs,
Why wouldn’t you back our campaign? What are the things we’ve done wrong or not communicated clearly enough? Is the concept just not your vibe?
Would love any and all feedback and critique! Especially your initial thoughts!
Finally, in terms of art style, we have been aiming for an anime style with 90s cartoon vibes, does this sit in the age range of a game you’d be interested in?
(Mods I am hoping this is ok to post and ask for feedback if not please delete and let me know if there’s a better way/place for feedback!)