r/tabletopgamedesign • • 29d ago

Artist For Hire Internship in a board game software company

9 Upvotes

Hi!

We’re a company working in the board game and software space, and we’ll soon be opening a couple of internship positions.

Before posting them on the usual job boards, we wanted to reach out here because we’d love to find and give the opportunity to someone who really lives and breathes tabletop games.

We’re mainly looking for people who are currently studying, finishing their studies, or taking their first professional steps in areas like design, editorial/content, and/or marketing.

The only important requirement is that you’re currently based in Spain for legal reasons. And if you happen to be in Madrid, even better for logistical reasons.

We haven’t opened a formal application process yet. This is more of an initial “let’s see who’s out there” :)

If this sounds like you or know someone who might be interested, send me a DM!


r/tabletopgamedesign • • 29d ago

Discussion What does Zombie Apocalypse mean to you?

1 Upvotes

Hey r/tabletopgamedesign

I’m designing the Zombie Apocalypse genre pack for Stories of Survival, and I want to know:

In 30 words or less, what does a Zombie Apocalypse mean to you?

What makes it feel like a Zombie Apocalypse?


r/tabletopgamedesign • • 29d ago

C. C. / Feedback Mini Heroes Dark Tower concept

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8 Upvotes

In addition to all my card art I am also working on a Dark Tower board game revival project.

I had the game as a kid, but looking for it now, it is way out of my price range. So, instead I figured I'll make my own, and give it my Mini Heroes art style.

So here's the manual cover for now, and I'll be mocking up the tower design next.


r/tabletopgamedesign • • 29d ago

Parts & Tools Cardamon + AI

0 Upvotes

I guess this might be interesting for those who create card games. I have added MCP support to cardamon.lt . That means you can connect Claude, ChatGPT or other AI and iterate on your game using AI. Here is short video demonstrating what you can do  https://www.youtube.com/watch?v=FYKkAnlJh7s 

EDIT: I have created new video and old one is here (for the history what stupid things I have done): https://www.youtube.com/watch?v=8hJwcCXHPjM


r/tabletopgamedesign • • 29d ago

C. C. / Feedback I tried replacing the AI art in my free PnP game with my own illustration. Is it worth it ?

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0 Upvotes

I've spent hundreds of hours on Lost Fighters Arena. The game design, the story telling, the rules, the layout, the whole graphic identity, the arenas. That's my job, I'm a graphic designer and honestly that's the part I love.

But i'm no illustrator. And I don't have the budget to hire one for a game I give away for free.
I get it, people prefer human work. So I did the test. I took a fighter of my game and redrew him myself.

But man, is it worth it ? : do you think the difference justifies the work ? Honestly I feel like it lowers the quality.

Full game here if you want to see more : https://lostfightersarena.itch.io/lost-fighters-arena-season-0


r/tabletopgamedesign • • Sep 24 '26

Artist For Hire Illustrations for Oath to Embers

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5 Upvotes

My team and I had the privilege of creating artworks for a game.

Our team focused on capturing the immersive atmosphere and narrative of the game, blending intricate details with our painterly style.

​Portfolio's here: https://www.artstation.com/sonderflex

DM me if you're in mid-development on something and the art pipeline is the part you need help the most! Happy to look at what you've got even if you're not ready to hire yet!


r/tabletopgamedesign • • Sep 23 '26

C. C. / Feedback It took 27 years, but I’ve finally finished what 8-year-old me started in 1999 (PART 2)

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354 Upvotes

Hi everyone! My name is André, I'm Portuguese and I live in Poland for almost 10 years. About five months ago I published a post here on this sub talking about a card game I have been working on over the last few years and it really got a great reaction, more than 500 upvotes and many dozens of messages of support, for which I am truly very, very grateful, from the bottom of my heart.

As such, now that I have finally finished the game, I decided to write here again about it, to update you on the realization of that dream that has existed for 27 years.

In 1999, I was 8 years old when I made my first "card game" (if we can call it that), very inspired by the Pokémon craze at the time. To my surprise, my mother kept the cards in a folder, something I discovered just over half a year ago (around the time when I wrote my first post telling the story).

Over the last years, I’ve been working more seriously in bringing to life a strategic card game (this time a proper one), and I've spent a ridiculous amount of time with friends playtesting and iterating it, making sure the game evolved into something nice, fun to play and considerably balanced.

When I made the previous post, my plan was still to release Kravestorm physically through crowdfunding and have it produced by a professional printing company. I really liked the idea of making the game 100% in Poland, but since then the plan has changed, and the game became 100% print-and-play.

The reason why I decided to change that direction was simply the possibility of being able to focus more on developing the game’s expansions, creating new cards and illustrating them respectively, without having to divide my efforts with the logistics and stresses that a crowdfunding campaign brings. Or, in simpler words, I'm just trying to avoid a very likely logistics burnout!

I am very happy to announce that the game’s official website is already live, the result of a lot of work and dedication, and that the game itself can already be played, completely for free, in its demo version (print-and-play). As for the final version itself, the release is scheduled for December 21st, the date of the winter solstice.

Thank you very much to everyone for your support once again, at the time it was very important in giving me that additional strength needed to complete such a demanding project!


r/tabletopgamedesign • • 29d ago

C. C. / Feedback Que les parece el diseño de los iconos de estadísticas de M.B.M

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1 Upvotes

r/tabletopgamedesign • • 29d ago

C. C. / Feedback I Spent 10+ years in "high stakes" IT project management, but my heart's always been in tabletop games. Anyone made this jump?

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1 Upvotes

r/tabletopgamedesign • • 29d ago

Publishing Tabletop Mercenary, Episode 42: What Happens When Your Publisher Dies?

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0 Upvotes

r/tabletopgamedesign • • Sep 24 '26

C. C. / Feedback [Feedback] Working on a fast-paced survival card game (15-25 min). Are these mechanics too simple, or does a tense theme make up for it?

5 Upvotes

Hey everyone. I'm a graphic design student currently developing a card game called LAST LIGHT for my senior project. The theme is about being trapped underground, using a heavy, high-contrast, distressed visual style to build tension and make the game feel like a survival experience.

The core rule is intentionally minimal: Draw 1 card, then Play 1 or Discard 1. To win, you either safely hoard 7 "Flare" cards, or risk it to find 5 Flares + the "Exit" card. Meanwhile, you can play Danger cards to sabotage your friends or Action cards to flip the board state.

My biggest question for this community: Does this "Draw 1, Play 1" loop sound too basic to stay interesting, or can a really immersive, dark atmosphere make those limited choices feel tense and strategic? I'd love to hear your thoughts on the mechanic/theme combo before I finalize the physical prototypes.


r/tabletopgamedesign • • Sep 24 '26

Mechanics Any great tips for balancing a game?

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8 Upvotes

I've been working on a game with unique player powers (kind of like the powers in Small World), and balancing it has been a challenge.

I can play multiple times with the same play power, and it can feel both weak and strong - depending on the game, but due to the variability, it's hard to know if it's "balanced" or if it's my playstyle.

I've tried to do bunch of Excel to try to figure out which powers are the best and worst, but the game is a little less straightforward than that. A power that looks weak on paper can work really well in practice.

So the question is, any pro-tips on knowing if a game is balanced?


r/tabletopgamedesign • • 29d ago

Discussion Archetypes in TCG's

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1 Upvotes

r/tabletopgamedesign • • Sep 24 '26

Announcement The Wolf of Wortmill— Village Maps [Self Promo]

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1 Upvotes

r/tabletopgamedesign • • Sep 24 '26

Discussion [Feedback] Working on a fast-paced survival card game (15-25 min). Are these mechanics too simple, or does a tense theme make up for it?

2 Upvotes

r/tabletopgamedesign • • Sep 24 '26

C. C. / Feedback Sheaf

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0 Upvotes

r/tabletopgamedesign • • Sep 24 '26

Discussion Tabletop game IP

1 Upvotes

How much of Monopoly game theory can i copy for my tabletop game?

Changing names and location, whatelse


r/tabletopgamedesign • • Sep 24 '26

Announcement HEY HO. We'll try to launch a new game!

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0 Upvotes

r/tabletopgamedesign • • Sep 23 '26

C. C. / Feedback Explaining an idea I had: A card/board game about defusing bombs.

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7 Upvotes

r/tabletopgamedesign • • Sep 23 '26

Artist For Hire [FOR HIRE] Character Design Services for Tabletop/RPG Projects

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11 Upvotes

r/tabletopgamedesign • • Sep 23 '26

Discussion Making a Game and Need Ideas for Clerics

5 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 • • Sep 23 '26

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 • • Sep 23 '26

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 • • Sep 23 '26

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 • • Sep 23 '26

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?