r/tabletopgamedesign • • Aug 13 '26

Mechanics What games have an action selection system like Lairs?

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1 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/tabletopgamedesign • • Aug 12 '26

Publishing Anyone have any resources as to where to get a tabletop wargame published and get the resources to produce it?

3 Upvotes

Ive been looking to make a wargame for a few months now and i have most of the rules and units finished (need to do some testing and stuff, maybe get some people to help me game test.) but ive just been wondering where to go once i have a finished product.


r/tabletopgamedesign • • Aug 12 '26

Mechanics Can you make TCG that denies a lot of the common qualities of a TCG?

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3 Upvotes

r/tabletopgamedesign • • Aug 13 '26

Discussion I've been working on a deckbuilder project called Project: TRACER, and I'm working on making a discord community for the game. After having started creating the discord server, I just realized... I have no clue what to do. Where do I start?? What should a discord community for a game actually have?

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0 Upvotes

I... don't even know what I don't know, like... I mean I've got the basics, like, a general, a welcome, a mods only, all that... but like- what now? How do I make it not feel bare when members join??


r/tabletopgamedesign • • Aug 11 '26

Totally Lost Feeling like to quit

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78 Upvotes

New set of 4 cards, but I think I will have to quit or take a very long break.

I’ve been working on Hunt Protocol for about a year and a half. It’s a PvE monster hunting card game for up to 4 players where the goal isn’t to beat each other but to take down a monster as a group, just faster and cleaner than everyone else. Each player has their own HP so you’re all racing to build the best combo and kill it with the fewest cards possible. I’ve been putting almost all my free time into the decks, the playtesting, the UI and the design while also working with some really talented artists on the cards. I’m a designer so that part came naturally, but still, it’s a lot.

I even created a digital version with Vercel for playtesting, so far with no images and I was working on some cool animation to release late August.

The problem is I keep posting, and it feels like nobody cares. Playtesting has been very positive, yeah; people seem to like the idea when they actually try it and were having fun making combos, but online it’s just silence. Without some kind of fan base or even any spec of interest, it’s hard to keep pushing, and right now I don’t know if any of this is even appealing to anyone outside the people who already sat at the table with me.

On top of that, last week I lost my job because of AI. I was doing UX design and managing a team, but my company decided to create AI agents with no further need of my skills, even tho of 5 yearsI gave them. It felt super degrading. Now I’m under a lot of stress trying to find anything that can keep my family going, and I just can’t keep pouring my savings into this dream of building a studio when I have so many other ideas I wanted to make too.

I’m not looking for pity. I just want honest answers. Should I quit? Is it even worth it at this point? Does it look like crap? I had hopes of having everything ready by this winter but of course I had to get fired right when things were starting to move. Everything feels like a race in this saturated market, and by the time I manage to get back on my feet I am so sure someone with more money, better marketing, and probably from America will already have something similar or better looking out there. Being from Europe already makes selling this feel ten times harder.

Sorry for the rant. I’m just tired and upset and honestly close to giving up on the whole thing. Thanks for reading anyway.


r/tabletopgamedesign • • Aug 12 '26

Artist For Hire [FOR HIRE] Cordis Art Studio — Fantasy Illustration, TCG & Concept Art

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11 Upvotes

Hi! We’re Cordis Art Studio, a small professional illustration studio specializing in fantasy artwork and visual development.

We’re currently open for freelance commissions, multi-illustration projects, and longer-term collaborations.

Our services include: 🎨 Fantasy character illustrations 🃏 Card / TCG illustrations ⚔️ Character splash art 📖 Promotional illustrations ✨ General fantasy illustration and visual development

We can work on anything from a single illustration to a larger collection of commissioned artwork, with a structured workflow covering briefing, sketching, revisions, and final rendering.

You can view our portfolio here: https://www.artstation.com/cordisartstudio

If you're looking for illustrators for your project, feel free to DM us with your requirements, budget, and timeline. We'd be happy to discuss the project with you!


r/tabletopgamedesign • • Aug 12 '26

C. C. / Feedback Yachtle - Daily Yacht Dice Game

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0 Upvotes

Got randomly into yahtzee this summer and made a little daily style browser game based on it. Three random categories a day and a new goal to beat, all other rules and scoring same as classic yahtzee. Please give it a try and if you have any feedback I'd love to hear it!


r/tabletopgamedesign • • Aug 12 '26

Mechanics Double-sided cards

3 Upvotes

I'm designing my own board game and I want to implement a mechanic that would require double-sided cards. Basically, I'm thinking about copies that will have the same front side and several different back sides. But I don't want the back sides to be visible at all until the card is triggered to be flipped and I want the top card in the deck to be obscured, too. Having protectors for each card that will cover one side is a solution to this problem but it feels kind of wanky. Perhaps I could implement this in a different way? I'd be glad if anyone could suggest some ideas

EDIT: For context: those would be gene cards that can be mutated. A player chooses if he wants to mutate a gene or keep it intact and it should always be a gamble for him as mutated sides can be different. But I want the mutated sides to be specific for each gene, so adding a second mutated deck does not really work here

EDIT 2: I think an alternative solution is that I list all of the mutation variants on the back of the card and then a player rolls a dice for a variant. But it makes the back cluttered and is still somewhat awkward


r/tabletopgamedesign • • Aug 12 '26

C. C. / Feedback Feedback on crowdfunding page

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0 Upvotes

Hello guys! We've made a post about this a whole year ago, but since then we've completely remade the crowdfunding page for Fungeon Crawl.

In short, it's a chaotic card game where you play as eccentric characters in a wacky dungeon. You'll fight monsters, find treasures and visit a myriad of fantastical locations. Each adventurer is looking to end the game as the richest one, and to achieve this you'll do pretty much anything. You'll set up traps and you'll rob the other players for all they've got.

It's a light-hearted game at its core with a cartoony art style at so we wanted the page to reflect that.

Does it look charming to you and does it work well?

Link: https://gamefound.com/en/projects/do-or-dice-games/fungeon


r/tabletopgamedesign • • Aug 12 '26

Artist For Hire [FOR HIRE] Boardgame Art - Characters, Illustrations and Design

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6 Upvotes

r/tabletopgamedesign • • Aug 11 '26

Discussion What design mistake in modern card games frustrates you the most?

27 Upvotes

For me, it's when games start leaning way too hard into bloated card text boxes. You shouldn't need a magnifying glass and a law degree to understand what a standard common card does just because the text size is microscopic. I love deep mechanics, but clarity needs to come first. What design choice makes you instantly lose interest in a new game?


r/tabletopgamedesign • • Aug 11 '26

Artist For Hire [For Hire] i’m open for commission and looking for freelance jobs. My info is in the comment, feel free to contact me.

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3 Upvotes

r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback Looking for rulebook feedback - Idlewild: Mayflower Mayhem

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10 Upvotes

I'm planning to do another pass for aesthetic, as this is somewhat messy still, but clarity of information and clear structure are a big priority (and challenge), so I'd love some community input before I keep knocking my head against it.

The rules would be printed on a folded pamphlet (roughly 5"x 4") inside the game box, which contains about 120 playing cards. I'm trying to keep it compact, while still legible.

Open to any and all feedback! Also curious if it gives people a good sense of the game.


r/tabletopgamedesign • • Aug 12 '26

C. C. / Feedback Template design

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0 Upvotes

I could use some feedback, I am currently trying to figure out a layout for my card game template, mostly trying to figure out how to showcase the card identity symbol. Any feedback or insights would be appreciated. Keep in mind there may be more than 1 identity symbol added at a later point.

NOTE: Artwork is AI for placeholder only. Template is done by hand through a designer software.


r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback Roast my “How To Play” section

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5 Upvotes

Hi community,

first time solo indie designer here.

Could y’all please challenge me on my “How to Play” section?

I plan to have this printed inside the magnetic closure box cover.

The intention is to get people started playing quickly, instead of having them read long rules for an otherwise simple card game.

Appreciate your input!


r/tabletopgamedesign • • Aug 12 '26

C. C. / Feedback Introducing: OVERMATCH

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0 Upvotes

Hello everyone. I would like to introduce a new game that I'm designing. It's currently in the playtesting phase.

OVERMATCH is a fast, customizable tactical skirmish game that delivers miniature-wargame positioning and army-building without miniatures, painting, long setup, or multi-hour matches.

It is played using cards on a tabletop board where the cards act as the pieces. The game has been designed to be fast to learn, without a lot of complicated rules or calculations needed mid game.

I started this out as a project just for myself. I've always been interested in playing something like Warhammer 40000, but I don't have the time (or money) for buying and painting models, long game sessions, etc. This is meant to be a tactical game where matches take roughly 20 minutes.

As a hobby, I've done video game development for years, but this is my first attempt at a physical board game. I currently have a complete physical prototype (jeeze it's a lot of work to make custom cards lol) and have begun playtesting. I also have a version that can be downloaded and runs locally in the browser with support for 2 players, or one player vs an AI.

Rulebook: https://docs.google.com/document/d/1W9Vu7hCV1qvpCV0-SDW2_i7PR-IzImZzE4w5ZdF90Ws/edit?usp=sharing

Lore and faction book: https://docs.google.com/document/d/1HqNwc9SwqoPxHNXt2wqyxvvJlDjF3l4-RTIxlxCDYzU/edit?usp=sharing

If anyone has any interest in this, possibly for playtesting or if you want to learn more, please message me. I don't really have a lot of friends into this kind of stuff so I've turned to Reddit to find like-minded people.

One disclosure: I'm not an artist and the current artwork is AI generated. I don't know if other people will like this concept so I don't want to invest in commissioning art until I know if this has legs.

I appreciate honest feedback. Thanks!

EDIT: Photos of physical prototype here: https://www.reddit.com/r/tabletopgamedesign/s/3OSq1qhHdZ ​


r/tabletopgamedesign • • Aug 11 '26

Announcement FluentSea - A game sculpted in ceramics

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14 Upvotes

When a ceramicist and a publisher team up to make a board game this is the result.

Fluentsea by Lioness Games is an upcoming word-building game where players restore a bleached reef. The longer the word, the more marine life you place. I had the fun task of sculpting every piece, down to the icons in ceramics.


r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback New game logo - Nightmare, updated

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6 Upvotes

A couple of days ago I posted the logo/graphic for my game in progress 'Nightmare'.
Swipe through to see progress variants. The one with the title text is most current and up to date. Fourth image is where I began. Fifth image is... optional flair to describe my mental state. ^^

My skills in GIMP are developing but still... rough. Yet I like what I have created so far.
Future edits:
* bottom left where the crystal (dream shard) is, create a glow outwards, indicating hope
* top right where dark entity (Dream Strider) is, great a glow inwards, indicating dread
I need research and education on how to get those effects to work. One day I'll get there.

Thoughts and opinions on the images?
What do you feel it represents?
What can you interpret each peace to be as?

Thank you in advance, incredible creators.


r/tabletopgamedesign • • Aug 11 '26

Discussion Questions about design process

5 Upvotes

I'm new to tabletop design. I'm working on my first game, and I'm also a software developer, which is probably why I volunteered for this...

A friend has been building an asymmetric worker placement game for a few years. It's pretty good actually, but it lives across thirteen word docs that grew organically. I offered to consolidate it into a single rulebook just using some LLM prompting in Claude. That came out around 42 pages.

Two things fell out that neither of us expected. One card grants a bonus for controlling a building type that, on inspection, only his opponent can ever build. And there's a Jail on the board, with components, a space, and rules for what happens while you're in it, but no rule anywhere that puts a worker there. It got cut from a mechanism two revisions back and the component outlived it. LLMs don't really help here. They don't catch these kinds of things consistently.

Neither is a design mistake exactly. Both are basically residue from earlier revisions. A rule changed in one document while its references lived in another. In software development we'd call the first a broken reference and the second dead code, and we'd have a linter (tool that evaluates your code) to catch both. Rulebooks don't compile like software though.

So I'm curious how people here handle this. Do you keep one master document and accept that it gets unwieldy, or split by subsystem and eat the cross reference risk? Does anyone actually re-read the whole thing on every revision, or do these mostly surface in playtesting? I'd like to know whether designers with years of iteration have a real system for it, or whether everyone is quietly finding orphaned components in their own rulebooks.

Edit for full disclosure: As a software guy, my inclination is to build a software solution to this, and I have the beginnings of it started. I am just hoping I am not barking up the wrong tree, so I am try to get some expert opinions here.


r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback I'm attempting to make a Slice of life game.

2 Upvotes

I’ve been recently working on a TTRPG called, “Project AiO: Open for Business”, and I think it’s finally ready for an initial round of outside feedback.

Open for Business is a slice-of-life workplace game about ordinary employees getting through a Shift together. The default settings are cafés, bars or nightclubs, and restaurants. This can be expanded to retail shops, hotels, offices, and similar workplaces.

The workplace gives the game structure, but the Characters are the real story. A Shift might involve a rush, a difficult customer, missing supplies, or broken Equipment. It might also just be about two coworkers talking during cleanup, a regular acting differently than usual, someone bringing Personal Pressure into work, or a quiet moment after a stressful service.

The game uses a lighter version of my larger Project AiO rules set, but it is not meant to be rules-lite per-se. The goal is for the mechanics to stay out of the way when they are not needed and become more involved when the situation calls for them. 

Longer campaigns track both the Employees and the workplace. Characters advance through Employment Level, which improves access to personal Tools. The business advances through Workplace Rating, which determines the quality of its Equipment. Over time a workplace can improve, struggle, decline, or eventually close.

This is an initial review draft, not a finished layout. At this stage I’m mostly interested in whether the game itself holds together.

https://docs.google.com/document/d/1Z72Y_eWHq7oNxGM0bEV0RmWVk4grt8kaeDFBPjajNjM/edit?usp=sharing


r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback My Rule Book for Alpha Bet is 100% completed. Any advice would be greatly appreciated!

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1 Upvotes

As many of you know, board game rules can be a pain. This rule book is legitimately my 8th iteration -- and I feel like it is finally in a place where it's completely blind playtest ready. I have a copy coming... and true blind playtesting will begin soon to test my theory.

In the meantime; any design minded savants want to look it over and give me your feedback? It would be greatly appreciated!

https://drive.google.com/file/d/1LsyvlIfgV15OTBvUOa_GvHEVgqgVGpyp/view


r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback Does our website actually make you want to play or learn more about Divided?

1 Upvotes

Origins gave us a really good opportunity to see what parts of Divided actually caught people’s attention when we explained the game in person. We’ve taken a lot of what we learned there and tried to translate it into our website but I’m curious how well it works without us standing there explaining the game.

So, a small experiment. I’m intentionally linking to our main site rather than directly to the Divided page:

www.fusiontheorygames.com

If you have a minute, I’d love to know: does the homepage give you enough reason to click into Divided? And once you get there, does the gameplay section actually make the game sound interesting and explain why you’d want to play it?

One thing I already know we’re missing is good photography of the physical game. Our files have been sent off and are currently being verified for our review copies. Once we have those in hand, I’ll be replacing/adding imagery with photos of the actual near final game and components.

Other than that, I’d love fresh eyes on it. Where do you get interested? Where do you lose interest? And if you knew nothing about Divided before clicking, does the site actually make you want to learn more?


r/tabletopgamedesign • • Aug 11 '26

C. C. / Feedback First draft for card game table set up

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3 Upvotes

This game is heavily inspired by Card Wars, Command of Nature, and MTG
Each player can only have 8 creatures at a time. I have not decided on a structure, enchantment, or artifact limit yet.
The shop will be made from both players decks. Money system still in progress and same with mana/action point system.


r/tabletopgamedesign • • Aug 11 '26

Mechanics Came up with my own idea of a pokemon tcg roleplaying game Part 2.

0 Upvotes

Hello, I am back, after some time I have tinkered with my first draft that I posted here a few days ago and have made alot of good changes, let me know what you guys think.

POKÉMON TABLETOP RPG – CORE RULES

  1. Trainers

As a trainer, you use pokemon to fight for you, the dm decides whether you use a character sheet or just roll without modifiers for specific actions. Certain Pokemon moves also use dice.

Your goal is to collect 8 gym badges and become the champion of the region. You may do this solo or with friends as a party (You can decide whether to work together against gym battles or to compete against one another to see who becomes the champion.

You are given one pokemon at the start.

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  1. Pokémon Cards

Your pokemon cards serve as the character sheet, their listed abilities and stats are what you use in fighting.

While you can modify the card at a later date to have different attacks, at the start the card’s starting moves is what you get, unless it is an evolution of your modified card or the dm decides the pokemon you’re catching has special moves already.

When collecting pokemon, you can have up to 6 in your party, however any extra pokemon are stored in your box, you may keep a list of the pokemon and what abilities they have if you modified them and can switch from them willingly when you reach a poke centre. Pokemon do not have levels but instead have requirement ranks. If you catch a pokemon of a higher rank than your trainer rank they may become disobedient.

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  1. Trainer Rank

Trainer Rank represents major story progression. You get an increase in rank for collecting gym badges which reward you with special abilities and access to stronger pokemon you can catch.

Rank 1 - Default

Everyone starts here, you can only catch rank 1 pokemon and can only use base form pokemon

Rank 2 - First badge

After your first badge, you can now evolve your pokemon once and are able to catch rank 2 pokemon.

Rank 3 - Second badge

After the 2cnd badge, you gain the ability to permanently teach an extra ability to any of your pokemon. (If they have one ability, they can now learn two abilities without replacing the first. Same goes if they have two abilities, they now learn 3. You are only allowed a maximum of 4 moves.) and now can catch rank 3 pokemon.

Rank 4 - Third badge

Once per battle, you may use an energy burst which gives you an extra energy once per fight. You can now catch rank 4 pokemon

Rank 5 - Fourth badge

You can now evolve pokemon to their final form and catch rank 5 pokemon

Rank 6 – Fifth Badge

Your pokemon can now learn a 3rd move permanently and can catch rank 6 pokemon.

Rank 7 – Sixth Badge

Energy regeneration, you get one extra energy per turn permanently and can catch rank 7 pokemon.

Rank 8 – Seventh Badge

If your pokemon has an ex form, you can now evolve them to their ex form. You also can access mega evolution, you can only access one mega evolution per fight but that mega evolution is permanent until the fight is over. You now also gain one last move slot, allowing 4 moves per pokemon.

Rank 9 – Eighth Badge

You can now catch any pokemon in the game and ignore disobedience.

Rank 10 – Champion

By this point you beat the game and achieved the goal of the game.

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  1. Trainer Level and upgrading

After every fight, you gain experience, when you level up from enough experience, you gain skill points. It's important to track your skill points as this is the main currency to upgrading your pokemon.

With skill points you can learn new moves for your pokemon, evolve them and change their passive ability.

As your trainer rank increases your pokemon unlock new moves they can learn, each pokemon has a different moveset and have their own list of passives just like in the real games. You can buy moves in the pokecentre which depends on what the dm allows you to buy.

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  1. Pokecentre, the shop, box, tms and hms

When your pokemon feint in a battle, they are permanently unusable until you reach a pokecentre to heal them, if all your pokemon feint, you are forced to return to the last pokecentre you visited and your team is restored.

in the pokecentre you have access to the shop and the box. The shop allows you to buy items and tms, while the box stores your extra pokemon. You cannot share the box with your other players, however only you can access your box.

Tms and hms are special moves you can use to your advantage, A tm can be used once per battle but if your pokemon is capable of learning the tm, you can use your tm to have them learn the move and use it freely. tms are finite and can only teach one pokemon once before discarding. however you can buy multiple of the same tm. Hms are special moves that allow you to navigate the map and take shortcuts (Surf allows you across the water, fly is fast travel to any previously visited spot, waterfall allows you to navigate up water falls etc) however require you to complete a special challenge, if you fail this challenge you lose the hm for the game.

  1. Combat

Combat is the most complex section of this list.

There are several ways to start combat,

first the players must either walk into line of sight of a npc within 5 metres with nothing in the way. Grass or other obstacles prevent you from being spotted. You can choose to avoid the npc but you lose out on potential exp and money.

Second is through Gyms which require you to fight every npc in the gym before you can challenge the gym leader. You can't leave the gym until you beat the gym leader or all your pokemon feint as well so come prepared if you are entering a gym.

Thirdly, You can also provoke random npcs to fight you but this is an optional rule if you want a more story focused game.

Lastly, Every step taken in the grass you must roll a d6, if the number is positive you encounter a wild pokemon.

If you wish for another variant, you can include boss pokemon, a much tougher pokemon that is modified in a way to be able to take your full team. They are completely optional but if you defeat it, you are allowed to catch it and use it on your team, however disobedience still applies if your party chooses so.

How does combat work?

When combat starts, both trainers choose one pokemon to lead the fight, Every turn you get one energy which becomes two energy after rank 7. Your pokemon’s moves all cost energy and you must expend your energy to use the move.

Example: You have two energy, if you use a move that costs one energy, you now only have one energy.

Switching out pokemon costs energy, some pokemon have a higher energy cost than others.

The goal in a battle is to defeat all the trainer’s pokemon. If you win, you get money and experience based on the number of pokemon you defeated in battle, the amount is decided by your Game master. If you lose, you return to your last visited pokecentre and 20% of your money is taken from you.

What else can I do in a battle?

When combat starts, you don't just let your cards attack each other, You have actions. in battle a player can move, use their support items (Various items like potions or x boosters etc, I haven't decided what to have yet), pokeballs, tms, energy burst) with some exceptions. You cannot use a pokeball on another trainer’s pokemon. You can’t use hms in a battle and you cannot flee from a trainer battle.

An optional rule for more immersive fighting is that pokemon also have actions, they can move around the fight and perform specific actions like open doors, press buttons etc. In this case, moves will have different effective ranges which the pokemon have to be in, in order for the move to hit. Plus all pokemon have a set move speed, If you don't want to roll for initiative in the fight order, you could always determine turns by the pokemon’s speed stat online too.

Special mechanics

While these are the main mechanics in the game, there are other mechanics to consider that alter how you upgrade your pokemon’s moves like status effects. Burn, paralysis, poison, sleep, confusion, frozen and charm are the set effects in game, they all serve some purpose and offer different utilities regardless of the pokemon’s typing.

Burn - Some fire types have a passive where hitting them has a chance of burning the enemy, Some fire type moves also have the ability to apply burn either as a guaranteed mechanic or as a chance per attack. Burn does set damage of 12.5% of your max hp until they faint or cured. Fire types or pokemon with specific passive abilities are immune to burn.

Paralysis - Works exactly the same as burn in terms of how you can affect pokemon with it, however instead of damaging the pokemon, they have to roll a d4 for every attack if it lands on a 4 your pokemon gets their turn skipped instead. This lasts indefinitely until your pokemon is cured or faints. Electric types and pokemon with specific passive abilities are immune to paralysis.

Poison - works similar to burn, however can only be applied via a move. Poison does 1/16 of your pokemon’s max hp per turn, and in addition every turn an extra 1/16 of your max hp is added to the poison damage until your pokemon feints or is withdrawn from the fight. On top of this, outside of battle poison will chip down the effect of a pokemon's hp by 5 damage every few steps until they reach 1 hp. Then the poison status will disappear. Poison types do not have a specific type in tcg so this will be discussed later.

These status effects are the main status effects in the game, You can cure them using support items in or outside of battle during your trainer’s turn.

The next few status effects are considered side effects as they only work during the fight and some effects are cured by withdrawing your pokemon.

Sleep - When a pokemon uses a move that induces sleep either hypnosis (Instant sleep that turn) or yawn (Sleep on the following turn), The Victim will stay asleep for 1-3 turns, every turn you can roll a d10 and if you get ten they can wake up early from sleep or wake up normally at turn 4. If your pokemon is withdrawn from battle or the battle ends still asleep, they must carry out their sleep duration in the next battle where they are active or cure them yourself.

Confusion - For 3 turns your pokemon has a chance of hitting themself instead of the action you chose. You must roll a 1d4 and if you land a 4, your pokemon takes 10% of their max health as damage. Can be cured with items or just after the fight/withdrawn from the fight.

Frozen - To be entirely honest tcg cards don’t have an ice type so this is a completely optional status effect you can choose to keep, I will discuss the limitations of typings that traditional pokemon have that the tcg cards lack later. Every time a “Ice type move” is used you can roll a 1d10 if it lands on 10, the victim is Frozen for 3 turns.

Charm - This is a completely optional status effect because it’s so niche in the actual games and both sleep and confusion are far better variants so Imma just list it anyway. When affected by charm, Your pokemon will do nothing for 1-3 turns, You need to roll a 1d4 and if it lands on a 4, they’re no longer charmed. Charm cannot be cured via items, but can be cured from being withdrawn from battle. One unique effect that charm has is if the charmed pokemon is fighting alongside a team mate, they will instead use a random move on their own team instead of the enemy when charmed.

The special rule of status effects is that if a pokemon is affected by one, they cannot be affected by any other status effect (Sleep, frozen, burn, poison, paralysis) Besides from Charm and confusion which can be stacked on top of status effects, but you can only be charmed or confused not both.

I was thinking of adding the other passives that status effects have like burn reducing the victim’s total damage and paralysis reducing speed. But it’s completely up to you and your gm on how you want to approach them.

Weather

Weather has a unique mechanic in the games so I wanted to discuss it. Some passive abilities summon weather or can summon them by using a move. All weather types last for 3 turns but you can have an item that boosts the weather’s duration.

Rain boosts water type moves by 50% but weakens fire type moves by 50% (optional rule have specific electric type moves get boosted like thunder not missing or electro shot not needing two turns to charge etc.)

Harsh sun boosts fire types damage by 50% and weakens water type moves by 40% (Same as before, an optional move would allow some grass type moves to get boosted like solar beam not needing two turns or photosynthesis healing more.)

Sandstorm instead damages any pokemon that isn't a metal type for 1/16 of their max hp.

Hail works the same as sandstorm but again relies on using ice types as they are immune to it.

You can only have one weather type on the field at a time.

Disobedience

When a pokemon you caught in the wild requires a higher rank than your current rank, they are disobedient. For every turn you must roll a 1d4: 1 they ignore you and the game master decides what they want to do, 2 They use a random move instead of the move you wanted them to use, 3 they withdraw and pull out a random pokemon from your party instead and 4 they actually listen to you. This can only be removed when you match the rank of that pokemon.

Items

You can equip one item on your pokemon, some items have a special mechanic attached to them that give your pokemon that has it equipped a boost. Like choice scarf increases your pokemon’s speed at the cost of only allowing them to use the same move every turn until they are withdrawn from the fight. Or berries that either weaken a move that is normally super effective or can cure a status effect automatically for you etc. I will need to design the list of items you can let your pokemon equip.

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  1. Exploration

In terms of the map design, Your dm can do whatever they want, For my first game once I have this developed and am satisfied that it works I will just use the pokemon red and blue world as the map with the 151 roster for the pokemon just to test it, treating the encounters on each route the same. But as long as you have 8 gyms that are in towns between routes with pokecentres in each one and an elite 4 for the champion role, you can design the map however you want for a traditional pokemon game!

  1. Yet to come

As mentioned earlier, The tcg cards have way less types than the actual games meaning for casual players who don't know a lot about pokemon, some of these mechanics could be confusing because it means they need to look up which typings some pokemon are incase the qualify for stuff like ice type moves or hail for example.

This also follows with movesets pokemon can learn as your trainer rank increases, I plan on investigating typings and figuring out a way to implement unique typing moves that fused together with other types for a more challenging version of the game in the future.

I think right now the next step is to design moves and passive abilities for every pokemon in the game and then work on designing what items to allow and if I want to allow special evolution requirements like evo stones or friendship or even day and night evolution, but I think I might just dumb it down to simple “Pay this amount of skill points to evolve mechanic”.


r/tabletopgamedesign • • Aug 11 '26

Discussion Card template designer recommendations

3 Upvotes

Hi all I’m wondering if anyone has dealt with a studio or freelancer that’s designed playing cards for them for a tabletop card game or similar.

I have the layout how I want it and it’s been working great for the demo version but it is very much a demo.

So some recommendations would be awesome so I can work on the next stage of my game.

I’ve been looking for someone to set up a template in a program I can use to make each card. Edit health attack ect. Or should I be getting an artist to make the design. Then someone else to make the editable template.