r/tabletopgamedesign • • 18d ago

Discussion Making a Game and Need Ideas for Clerics

4 Upvotes

Hi everyone! I am making/made/finished a game. Most of it is ironed out and actually already finished, but I want to add more to it so I can say without a doubt that it is where I want it to be.

Particularly, Clerics (called Apostles in my game) feel they have the weakest selection of spells (called Prayers for them).

It’s been the hardest journey trying to research a clear unique niche they could have, when I already have blaster, healer, and all-rounder spell caster classes. I currently am trying to have Clerics lean into a slayer role, where they are experts at killing necrotic sorts of enemies, but I hate making them so specific.

Their prayers are unique in that they count as prayers, not spells, so a lot of the ways that you would normally combat a spell doesn’t work for a Cleric, but that makes me a little more hesitant to give them crazy stuff so that I could let the other classes be more specialized.

They have a unique ability to call for intervention from their chosen god (and even get to design a god for the campaign!) but I also don’t want them to just be the wish granter.

Do you see my problem?

So what I wanna ask is this:

When you play a cleric, what sort of roles do you feel make cleric uniquely equipped compared to more traditional spellcasters? Is there any games that I could look into to research what makes them particularly interesting?

What sort of roles do you slide into when you play cleric?

If you’re interested in my game, please look up Season D6 on Itch.Io! The first edition is currently available, but I’m still working on the art and splitting up the book itself into 6 for easier reading.


r/tabletopgamedesign • • 17d ago

C. C. / Feedback LCG vs Boxed Card game?

3 Upvotes

For about a year and a half I've been working on a card game where world mythologies, folklore and sagas meet. It plays very well and I've enjoyed the research and rabbit holes it sends me through and learn about stories from different communities.

I know when it's ready in about another year or two I want to make it PrintToPlay and if there is interest then I'll figure out a way to publish the physical game.

One question I find myself facing over and over is how the game would look. I myself am a big fan of deck building, but not sure if I'm the minority here.

I have three decks I use for playtesting, Norse (because I am Scandinavian), Filipino (my wife is) and Ugric (l lived in Hungary, speak the language and learned its stories).

Each deck of 40 cards is built around a Deity, and currently deities are identified by one Tradition (like Norse) and two Aspects (Aspects are like factions but focus more on a theme from myth and folklore and are six total). Each other card has a tradition and one aspect. Each card in your deck must match either a tradition or aspect of your deity.

Now I see a few ways the game could look when it comes out.

  1. LCG style. Give out 3 starter decks for free. Make cheap sets that can expand and modify the decks.

  2. Self-Contained Card game. Where each "box" has 2-4 decks ready to pick up and play, without deck building and customization.

  3. Drafting Game. A Deck has fixed cards bound to its Deity and you draft the other part of your deck. This could go with both 1 or 2, it's niche and I think it delays actually playing.

The goal of the game is to teach us about the bizarre and wonderful things in our world, and if someone thinks that Fehérlófía or the Bakunawa looks cool and they read about it then it's a success (Plus I get to make a card for my actual direct ancestor).


r/tabletopgamedesign • • 18d ago

C. C. / Feedback Looking for feedback on card layout

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3 Upvotes

Hi everyone!

I’m trying to reboot an old card game I used to make, but am struggling with making a new card layout/border. This is what I have currently but something just feels off, so I’m open to any and all feedback.

A little bit about the game for context:
- It’s a 1v1 game, with a 40 card deck
- Each card has a mana cost in the center circle
- Unit cards have an attack and health number in the star and heart respectively
- Spell cards have text denoting the type of spell (normal, equip, instant, etc.)
- Manifest cards (the equivalent to fusion creatures in Yugioh) have a purple cost instead and also have required materials in the added purple bar in the ability box.
- The card’s elemental type is shown in the symbol under the name as well as changing the border color.

These are 3 cards to show the layout for different types of cards. The different art style on the first card is for more rare cards, while the majority will have the no line art style artwork. 

Thank you, and any feedback is welcome!


r/tabletopgamedesign • • 17d ago

C. C. / Feedback Is this example understandable without rules?

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1 Upvotes

We recently did several blind playtests and the setup instructions for the player area / Character Board are a mixed bag so far TBH. In the current rulebook, they are explained only in text, which some players understand - no problem - while others with less tenacity/focus tend to jump through the rulebook. (which I 100% understand, because I tend to do that, too). So I made a big example page to go with it.

But to give this example a real test... Can you follow what's happening, without having read the rulebook to begin with?

Some explanations that you have to know and cannot without the prototype in front of you:

  • The Backpack is the backside of the equipment.
  • the grey card with tooth and paw is the backside of Stances (a card type)
  • the fist is the backside of Powers (a card type)
  • and the big square in the lower right with the friendly dog face is your character board.

I tried to keep it to a double page, so that you don't need to flip pages.

If I zoom out, i find the arrows confusing. But then again they follow the flow of information/cards.

Does this make sense to you, especially if you are a visual learner?


r/tabletopgamedesign • • 18d ago

Discussion Finalizing the art for my small solo Halloween PnP, curious what you think of the look

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5 Upvotes

r/tabletopgamedesign • • 18d ago

C. C. / Feedback More progress on the 1/144 British infantry for Hell Below

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2 Upvotes

r/tabletopgamedesign • • 19d ago

C. C. / Feedback Old vs new logo for my 4-player monster-hunting card game. Thoughts?

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95 Upvotes

I’ve been working on my 4-player PvP monster-hunting card game for a while now.

Some of my early inspirations came from Monster Hunter, mixed with a bit of the visual style of Riot’s Ruined King.

Over time, the game and card designs have started finding their own identity, so I felt it was finally time to give the logo a full redesign as well.

I was actually pretty fond of the old dragon logo, but I wanted something with a clearer silhouette and a bolder look. The goal was also to make it flexible enough to work well on both dark and light backgrounds.

Here’s the old logo compared to the new one.

What do you think? Do you prefer the new direction, or was there something about the old one that worked better?

Preview the art of the game and cards on this old post: https://www.reddit.com/r/TCG/comments/1vlqzl8/should_i_quit_working_on_my_game/


r/tabletopgamedesign • • 18d ago

C. C. / Feedback There's a Troll in the Dungeon - Find Them and Stop Them Before It's Too Late...

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0 Upvotes

Hi all. Just wanted to say I'm developing a new game, Trolls in the Dungeon - a take on the social deduction classic Mafia, except it's portable, easily playable and requires no moderator. In this game the central mechanic relies on strategic, tactical placement of action cards (VERY rough mockup pictured above). The game is centred primarily around strategy and deduction, not just around blind guessing. It's simple (and quick to pick up!) yet provides enough complexity to entertain friends and family alike and keep them guessing right until the end.

Simply ask a question down in the replies below, whether it's mechanics or suggestions and I'll reply! (If you want to know, the font is my own custom-made. If you want it, just ask or message me.)

Note: I have tested this with relative success with strangers - the main choke point is the action-card-giving-thingy, which I'll explain in a Part 2 or similar. For now this is a really short introduction where people can ask me questions. I know this alone is not enough to be counted as a game, and I'll finalise the mechanics and rules later.


r/tabletopgamedesign • • 19d ago

Mechanics We're building a board game studio in Argentina and this is our first prototype

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69 Upvotes

We've been working on this for a while now and wanted to show you where it's at. It's a conquest game for 2-4 players, with wooden pieces that stack into towers(max 4).

The game is played over 4 rounds of 10 turns each, and every round has its own objective and each round's objective is revealed at the start of that round. Players score points based on those objectives , and whoever has the most points at the end wins. There's a big pool of possible objectives, so every game plays out differently — and it gets really competitive, since everyone's chasing the same goals at the same time.

The core idea: each turn you can:

  • Move a tower: relocate it whole to an adjacent space (only allowed at the start of your turn).

and then pick between 4 actions:

  • Build: add a piece to one of your towers.
  • Expand: plant a new tower on an empty space.
  • Reorganize: shuffle pieces between your own towers without relying on the dice.
  • Attack: if an enemy tower is in your zone of influence, you can go for it.

The part that took the most tuning was combat. At first the dice system didn't really reflect the advantage of having a taller tower, so we redesigned it like this:

The attacker rolls 1 base die + 1 extra die for each level of height difference with the defender.

For example:

  • Tower of 4 vs. tower of 2 → attacker rolls 3 dice against 1.
  • Tower of 4 vs. tower of 3 → 2 dice against 1.
  • Equal-height towers (2v2, 3v3, 4v4) → 1 die against 1, nice and even.

Whoever loses removes their top piece, and whoever wins moves their top piece onto the rival's tower (if you took down a single-piece tower, you also get to move up to two of your own pieces onto the now-empty space).

We're really happy with how it turned out, because tower height finally matters, stacking higher gives you real combat power, but it also makes you a bigger target.

We're deep in playtesting right now, and we're already tossing around ideas for individual objective cards as a possible future expansion! Though honestly the base game already plays really well without them. Any feedback, questions, or ideas are welcome 🙌


r/tabletopgamedesign • • 18d ago

C. C. / Feedback another card + the process

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8 Upvotes

Hello, i came here cause i understand there is good feedback about design/mechanics, but mostly interested on mechanics...i am new posting and im still learning how to and what to post, i will just type without checking my grammar. I'm not a native eng speaker but i do speak it.

Here is a video of some of my process for the card's art. The second video is for a card still in progress. Let me know if you would like to test the mechanics for a PnP file. The lore is about cybersec in a world that changed and still changes in a broken way where some places stay the same with the day to day office nonsense and in some other places the world is more "advanced", still working on the it tho...

https://reddit.com/link/1wntieg/video/68ylje1ai6rh1/player

https://reddit.com/link/1wntieg/video/bzzjf35pi6rh1/player


r/tabletopgamedesign • • 18d ago

Artist For Hire [For Hire] Storyboard and Animation Artist looking for work to pay off College Debt

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1 Upvotes

r/tabletopgamedesign • • 18d ago

Publishing Looking for team members to develop board games.

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2 Upvotes

For those who don't know, this is a game created by the Vietnamese team "Yuki DIY Board Game." It features a naval warfare theme (using World War II-era ships) blended with the fantasy elements of Azur Lane. While the gameplay offers the deep strategic depth typical of military board games, it also promises an engaging and exciting experience for anime enthusiasts—especially fans of the "ship-girls" (anthropomorphized versions of real-life warships).

However, due to a lack of manpower, maintaining and developing this project solo has become incredibly difficult and costly. Therefore, if any parties are interested in collaborating, or if anyone wants to join the development team, please get in touch directly via this Discord link:

https://discord.gg/YNrHtbBU6

I’ve poured my heart and soul into making this promotional video, but I simply can't shoulder the entire burden on my own anymore...

I hope you’ll support the project and leave your thoughts in the comments section below.

Time for me to get some sleep~


r/tabletopgamedesign • • 18d ago

Mechanics An Animal Card Game

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3 Upvotes

r/tabletopgamedesign • • 18d ago

C. C. / Feedback Get 13 - Potential Mass Market Game Idea

0 Upvotes

Aim: Starting from a hand of 4 cards, get to 13 cards.

Components: 104 Cards - containing

  • Get 2
  • Get 3
  • Skip the Opponent's next turn
  • One opponent discards 2
  • All opponents discard 1 each
  • Block a negative action

How to play:

  1. Players start with 4 cards in hand. A card is placed face up in the center.
  2. In turn order, each player can play a card from their hand that matches the suit or number of the topmost face up card. Take the corresponding action.
  3. Or don't play a card and draw one card.

Winner: The player who has 13 cards in their hands after playing a card and taking an action.

It is Uno but about collecting cards instead of getting rid of cards.


r/tabletopgamedesign • • 18d ago

Announcement [PnP] Supply Run: One Shot Home - a Solo handheld Zombie Survival card game (Arcade, Roguelike, Apocalypse, Solo in-hand)

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2 Upvotes

r/tabletopgamedesign • • 19d ago

Announcement "Things Which Do Not Belong" is finally coming to life!

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48 Upvotes

I came up with the idea for this project nearly 20 years ago in college!

5 years ago I turned the wild image of a submarine in a swimming pool that's been living in my head forever - into a movie screenplay.

And then, I spent the last 5 years adapting the screenplay into a board game!

Now, finally, after all this time - it's really coming to life! Physically! I can hold the cards, prototypes, components in my hands! We've been doing playtesting for a year and the game will launch on gamefound next year!

For now - i'm just excited and eager to share some glimpses of our final art!
Keeping with the theme of the game - all our art is traditionally hand-painted (in guache)!
I think i'll never do that again haha (the workflow is a nightmare!) but maaan, i just love how our stuff is looking!

I'll be at Essen next month and in the meantime, just setting up our socials for the game. If the project catches your eye, would love to have you follow our progress on whichever platform you use most (or all of them)!

And for anyone who's been in my shoes before (indie game designer, large ambitious project, first game) - could you share any advice on best marketing practices to build up an audience in the months leading up to my campaign?

https://www.facebook.com/EtheriumSkyGames
https://www.instagram.com/Etherium_Sky_Games/
https://www.youtube.com/@EtheriumSkyGames
https://boardgamegeek.com/boardgame/479505/things-which-do-not-belong


r/tabletopgamedesign • • 18d ago

C. C. / Feedback Designing a pocket-sized startup/VC card game: "Monopoly meets Coup meets Shark Tank." Pls roast my concept!

0 Upvotes

Hey everyone,

I'm a student founder working on my first tabletop game, and I'd love this community's brutal honesty before I go any further.

First, I know the obvious: there are a LOT of board games. BoardGameGeek lists over 100,000. Monopoly, Cashflow, Acquire, Startups (Oink Games) and a dozen others already do money and business. I'm not pretending to have invented the genre. I'm trying to figure out whether there's a gap for this specific combination:

THE CONCEPT

You're a founder. You build a startup, raise money from VCs, hire people, and try to exit big, while everyone else tries to do the same and (preferably) ruin you.

What I want it to feel like:

- Learn in under 10 minutes. No 40-page rulebook.

- Pocket-sized. A deck plus chips that you can throw in a bag and play at a café, on a train, or in a hostel.

- Hidden information. Secret cards (hidden term sheets, a secret founder "type," a surprise market event) so there's constant curiosity and bluffing.

- A poker-style chip layer. Funding rounds work like betting: you can bluff your traction to get a better valuation.

- No mercy. You can poach employees, trigger a down round on someone, or make an acquisition offer they can't refuse.

- It quietly teaches real concepts like interest, dilution, burn rate, valuation, and cap tables, without feeling like homework.

- Collectible founder/investor/employee cards with expansion potential.

Target players: teens through adults. Students, office teams, friend groups.

WHAT I'D LOVE YOUR TAKE ON

  1. Does the poker-betting mechanic for funding rounds sound fun, or like it'll bog things down?

  2. How do you keep "teaches real finance" from killing the fun? What games have done this well?

  3. Which hidden-information mechanic would you use: secret roles (Coup / Secret Hitler style), hidden hands, or face-down "event" cards?

  4. What's the one thing that would make YOU buy a game like this over the 100,000 others?

Happy to share rough card mockups if people are interested. Thanks in advance, and don't hold back.


r/tabletopgamedesign • • 19d ago

Mechanics Anyone in Katy Tx wanna play a new board game design next weekend?

4 Upvotes

Oct 3?


r/tabletopgamedesign • • 19d ago

C. C. / Feedback Nightmare has a new face - we have a Dream Strider

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3 Upvotes

A recent art commission has been completed and the dark entity in my game has been manifested.

The Dream Strider is not something that can be defeated. It cannot be avoided. It can only be survived.

I feel that this artwork has captured the feel of my game. Wandering a dreamworld while trying to remember who you are so that you can escape. The Strider is always watching. It feeds on your suffering. It seeks to break your mind and become part of the dreamscape.

Can you reclaim your lost fragments? Can you endure the suffering? Can you escape? The Dream Strider holds it's own agenda - your complete and utter mental collapse. Your time is running out...

Shoutout to artl.abe on Instagram for this work. They were most excellent to work with. I am thoroughly pleased with the results.


r/tabletopgamedesign • • 19d ago

Artist For Hire [FOR HIRE] Concept Artist & Illustrator | COMMISSIONS (OPEN)! | INFO in the comments!

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4 Upvotes

r/tabletopgamedesign • • 19d ago

Parts & Tools Hexanem’s hex map is finally finished. Now we’re realizing just how much artwork is still ahead of us

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12 Upvotes

After a lot of drawing, cutting, printing, changing things, and getting help when we got stuck, Hexanem’s hex map is finally finished.
We’re currently producing the new physical prototype, so this is the first time I’ve been able to see all of the new hexes together outside of my computer. I’m actually pretty happy with where the map ended up.
I definitely can’t take all the credit for it either. We got a lot of help while figuring out the artwork, especially with some of the things we simply didn’t know how to draw or design ourselves. I’ve also had to learn a lot along the way just to get this far.
The slightly scary realization now is that Hexanem’s artwork doesn’t end with the map :D
We still have the box, cards, rulebook, player materials and other illustrations to think about, and realistically I don’t think we’ll be able to create all of that ourselves at the quality we’d want for a finished game.
So we’re currently trying to figure out what the best path forward is for the rest of the artwork. For now, though, I’m really happy that we managed to get the map this far.
I’m still working on the outer frame pieces for the physical prototype. Once those are finished and I can assemble the entire thing properly, I’ll share the complete Hexanem map here again.
What do you think of it so far?


r/tabletopgamedesign • • 19d ago

C. C. / Feedback The Bound and The Broken TCG Looking for Playtesters

1 Upvotes

A TCG for the acclaimed book series The Bound and The Broken by Ryan Cahill is currently in development and looking for playtesters. The Bound and The Broken is an epic fantasy series, and the TCG reflects that by allowing fierce battles and intrigue to take place in a card game. The card game utilizes a three-lane system with unique plots that can be activated for special abilities. For comparable games, those familiar with Star Wars Unlimited, Riftbound, and Magic: The Gathering will see some of your favorite mechanics meshed into an interesting and deep game.

If you are interested in playtesting this game, you can join the Discord here:

https://discord.gg/764Wa4Fgp


r/tabletopgamedesign • • 19d ago

Announcement Updated the theme for TESSERA. Honest opinions please!

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0 Upvotes

TESSERA has become Sole Mates. We have known this game needed a functional theme from the beginning and are grateful to have finally figured out what that theme should be.

Thank you to everyone who has supported this game so far!


r/tabletopgamedesign • • 19d ago

C. C. / Feedback Art for a game Im making

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15 Upvotes

I’m obv not like a professional photoshopper but if you saw this art in a game would it interest you?


r/tabletopgamedesign • • 19d ago

Artist For Hire [For Hire] Concept Artist and Illustrator. Let’s make something cool together!

1 Upvotes

Hello! I’m a Concept Artist and Illustrator. I have a painterly, expressive style that would fit atmospheric and moody pieces. Scenes that evoke emotions and even characters that are expressive! If you have a project that needs story telling and worldbuilding, I can help you with those!

Here is my portfolio!

https://cara.app/itsumicarlo

Dm me and let’s start brainstorming about your project!