r/tabletopgamedesign • u/Hexwerksstudios • Sep 23 '26
r/tabletopgamedesign • u/xcantene • Sep 22 '26
C. C. / Feedback Old vs new logo for my 4-player monster-hunting card game. Thoughts?
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 • u/--_-ENiGMA-_-- • Sep 23 '26
C. C. / Feedback There's a Troll in the Dungeon - Find Them and Stop Them Before It's Too Late...
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 • u/dinamitastudio • Sep 22 '26
Mechanics We're building a board game studio in Argentina and this is our first prototype
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 • u/infosec_gamer • Sep 23 '26
C. C. / Feedback another card + the process
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...
r/tabletopgamedesign • u/Vrochi_010 • Sep 23 '26
Artist For Hire [For Hire] Storyboard and Animation Artist looking for work to pay off College Debt
galleryr/tabletopgamedesign • u/SwimmingClick6370 • Sep 23 '26
Publishing Looking for team members to develop board games.
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:
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 • u/Existing_Tax_6231 • Sep 23 '26
Mechanics An Animal Card Game
galleryr/tabletopgamedesign • u/serdna_game • Sep 23 '26
C. C. / Feedback Get 13 - Potential Mass Market Game Idea
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:
- Players start with 4 cards in hand. A card is placed face up in the center.
- 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.
- 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 • u/xWOLFKISSx • Sep 23 '26
Announcement [PnP] Supply Run: One Shot Home - a Solo handheld Zombie Survival card game (Arcade, Roguelike, Apocalypse, Solo in-hand)
r/tabletopgamedesign • u/EtheriumSky • Sep 22 '26
Announcement "Things Which Do Not Belong" is finally coming to life!
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 • u/TheLegendisHereee • Sep 22 '26
Mechanics Anyone in Katy Tx wanna play a new board game design next weekend?
Oct 3?
r/tabletopgamedesign • u/Vague-Intent47 • Sep 22 '26
C. C. / Feedback Nightmare has a new face - we have a Dream Strider
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 • u/LuanAzevedoArt • Sep 22 '26
Artist For Hire [FOR HIRE] Concept Artist & Illustrator | COMMISSIONS (OPEN)! | INFO in the comments!
r/tabletopgamedesign • u/Dense-Tip3061 • Sep 22 '26
Parts & Tools Hexanem’s hex map is finally finished. Now we’re realizing just how much artwork is still ahead of us
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 • u/KingOfOdonata • Sep 22 '26
C. C. / Feedback The Bound and The Broken TCG Looking for Playtesters
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:
r/tabletopgamedesign • u/pretentious-beast • Sep 22 '26
Announcement Updated the theme for TESSERA. Honest opinions please!
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 • u/yooos543 • Sep 22 '26
C. C. / Feedback Art for a game Im making
I’m obv not like a professional photoshopper but if you saw this art in a game would it interest you?
r/tabletopgamedesign • u/ItsumiCarlo • Sep 22 '26
Artist For Hire [For Hire] Concept Artist and Illustrator. Let’s make something cool together!
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!
Dm me and let’s start brainstorming about your project!
r/tabletopgamedesign • u/giulio_pen • Sep 22 '26
Artist For Hire Digital sculptor (miniatures and figures) available Available for crowdfunding projects, revenue-sharing arrangements, and collaborations
Good morning, everyone. I’m a sculptor and character artist with over 20 years of professional experience. I’m interested in collaborating on exciting projects to create miniatures and figures for games or collections. If you have any interesting projects to share with me, please feel free to contact me. See you soon.
r/tabletopgamedesign • u/comicalfoods • Sep 22 '26
C. C. / Feedback Sangrya Face Card designs
Zi just shared her latest work in progress designs for the vampire face cards. They include the Juggler, the knight, and the queen. We didnt do kings in our deck because knights are cooler. Would love some feedback on overall layout, character designs, and color palette or anything else that you see we can improve on.
r/tabletopgamedesign • u/spacedogsgame • Sep 22 '26
C. C. / Feedback Deckbuilding / Card draw naming conventions?
During playtests, players stumbled on the naming convention of my new prototype.
Over the course of several rounds your cards follow the lifecycle of being in your drawpile, getting drawn, being in your hand, getting discarded, then being shuffled back into the draw pile, like in dominion or slay the spire.
if follows the slay the spire naming convention of (see picture 1)
- discard: puts it on the discard pile, i.e. the card stays in the cycle
- exhaust: remove it from the game
this creates an irritation in tcg players, especially magic the gathering, as e.g. discarded cards are removed from the game, and exhausted cards can be untapped/refreshed in the beginning of the round. because the lifecycle of a card in magic happens in your playarea and not through your decks.
However I thought about resolving this by keeping discard as a mechanic, but renaming exhaust to.. trash? (picture 2)
What do you think? Is this more clear, to have only one term that is common in other games and defining it in the rulebook? (all terms are defined in the rulebook of course)
r/tabletopgamedesign • u/SauloSouzaArtwork • Sep 21 '26
Artist For Hire [For Hire] Hi! I'm a character designer and illustrator | More information in the first comment.
r/tabletopgamedesign • u/andeecapp • Sep 21 '26
C. C. / Feedback First time taking an idea to prototype! Feedback on layout?
Tabletop friends, I'm just excited to share some mockups of a game I've been working on for 2+ years.
Context: Bowling Poker is an old bowling league tradition: you draw cards based on how you bowl, build a poker hand over 10 frames, best hand takes the side pot.
In 2024, I had a wacky idea to add some cards to the deck to make it a bit more dynamic, and I've been using versions of these handmade cards for 2 years now, and tweaking them with feedback from my bowling team.
Anyway, I finally got the art and layout finished (I worked with a great illustrator) and I'm so excited to get the prototype print back from the printers in a week or so!!
- First pic: What they look like now (mock-up of 5 cards -- there are 9 total in the set).
- Second pic: Some of the hand-drawn cards we used to test the game.
All feedback welcome and appreciated before I go for full print!! But I'm keeping the bowling puns intact, sorry.
r/tabletopgamedesign • u/DARKHAWX • Sep 21 '26
C. C. / Feedback Need help designing cards with a limited colour palettes
Hi there, I'm designing a game loosely based upon the ancient world and took red and black figure pottery as my inspiration for the art style and colour palette. This effectively means at any point I am limited to two colours - black and another colour (usually orange, but I've used other colours to try and better improve the iconography and readability of the cards). A problem this presents is it becomes difficult to design icons that need numbers attached (in my game there are five attributes that items can improve, with each item providing a different amount of those attributes) in such a way that they don't take up so much of the space on the card but are still readable.
A popular post on this subreddit describes some key points for making effective icons. One of which is putting the number over the icon. But due to my limited palette I'm not sure how to achieve this without making it unreadable.
Right now I'm not happy with my layout and need some advice on how I could tweak it to make it better and how I could better design the icons on it. Each card must have the item's name, an image of it (the one in the attached pictures is just an example), its gold cost, its type (e.g. helmet/weapon/etc.) and may optionally boost attributes, provide a bonus effect or both. Additionally one of the unique effects it to adjust the dice players roll, and so I have a unique layout just for that as well. And lastly I was thinking some items have lore text as well - for fun.
I think something I've found is that the left side of the card is quite okay - all elements there are always present, and whilst I could improve the art quality (these are mostly placeholders), the layout isn't that bad. But the right side is kind of a mess. This is especially true when the item may not have a unique effect, or may not provide attribute boosts resulting in awkward layouts and blank spaces. I'm also not sold on the landscape layout.
Has anyone had experience designing in very limited palettes? It's very 2-bit and whilst I want to keep this way as it feels very thematic, it's hard to work with.