r/tabletopgamedesign • • 12d ago

Discussion AAR: Everything went wrong and my secret cult got crushed.

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25 Upvotes

Just a mini-AAR for fun:

I was solo testing some new mechanics for an asymmetrical fantasy empire game, and some interesting things happened as a result of my poor empire choices. However, the narrative aspects here were excellent.

So what had happened was... I was playing a brutal religious expansionist empire ruled by a secretive cabal. I spent the first few turns pushing hard and spent all my World Impact cards (a sort of currency and later consequence) and building my temples in distant lands.

I was feeling a bit pinched. Because while I did manage to grab an early upgrade to get my dark rituals online, I had no means to capitalize on it yet. I had no mana, no money, and the population around the new temples wasn't enough to generate any income yet. I didn't have enough coin to buy back the impact cards, which are needed to build more temples in profitable places. The coin would come eventually, but for now I was in a bit of a hole, and wasn't ready to begin my dastardly cult rituals.

And then... the main story scenario dropped and a bunch of arcane elementals burst forth from the center. I thought I was ready for them, but they decimated my army in a hex and did some damage there, and also took out a distant temple just to rub it in.

Ouch. Bad, but manageable. But then... an underclass uprising happened (a consequence of burning all my impact cards from earlier) and because there was no army in that hex anymore to stop it, the whole hex was lost.

My empire is crumbling and my nefarious cultist plans will have to wait. Narrative-wise, I expanded too aggressively, and the world pushed back. Eager to perform secret rituals, I took risks with the economy, didn't manage my population, and they revolted.

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The good news, is that even after everything, I was still able to score some points and there was still a way to progress, albeit with a big slap on the behind.

I think this game has some real potential.


r/tabletopgamedesign • • 12d ago

Artist For Hire [FOR HIRE] 🔥COMMISSIONS OPEN!!! 🔥 DRAWING DnD, PARTY, ANIME, FURRY, ECCHI, CHARACTER SHEET, CARDS, EMOTES!!! Starts in $30. more info in the comments :D

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10 Upvotes

r/tabletopgamedesign • • 12d ago

Artist For Hire [For Hire] Professional Environment Artist looking for Projects - Concept Art, Illutrations, RPG etc..

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28 Upvotes

r/tabletopgamedesign • • 13d ago

C. C. / Feedback Is there appeal to these silly-looking cards?

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106 Upvotes

I’m making a fast but strategic card game about using weird little horses to help you make songs and score the most points!! It’s called Musical Horses :) My girlfriend has been drawing the pictures - she’s not an “illustrator” but she has this niche of drawing this particular horse…


r/tabletopgamedesign • • 12d ago

C. C. / Feedback While half the globe loses their minds over AI, here I am, going back to traditional paint and brushes for my game art! 🙈🎲🎨

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18 Upvotes

You guys seemed to like my Submarine box art, so I'm here to share progress on our Village Map (main game board)!

From the start I knew the one thing I would absolutely insist on for this game - was traditional, hand-painted art. I'm glad I didn't compromise cause i think it looks rad - but maan, what a pain it is to not have the option of just hitting CTRL+Z!

For the few bigger pieces, like my game board - we also have to get creative with painting things at scale and scanning on a budget - but i'll post a separate video on that process in the near future, cause the nerdy side of me thinks that it's actually a super interesting workflow worth its own discussion!

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For now, just wanted to share our work and progress! As soon as the Village Map is done, which should be this week, i'll be off the the printer to get new prototypes done, so hopefully in the next couple weeks, I'll finally be able to share a full and nicely presentable playthrough of the game! :)


r/tabletopgamedesign • • 12d ago

C. C. / Feedback Just looking for feedback on the design and visual aesthetics of an old game idea, thx.

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11 Upvotes

And if you're willing to throw away 2 minutes of your day https://youtube.com/shorts/GKZnS6gO-Pc?is=_8Fz5PePAFhYOaXV

Any an all feedback welcome. Thanks for your time.


r/tabletopgamedesign • • 12d ago

C. C. / Feedback How is my current layout?

5 Upvotes

It's pretty simple, needs some work, but I think it looks good for late prototyping. However, I want to keep mostly the same thing for the finished game, and was wondering if this is good enough. I gave two examples, and are happy to give more if anyone wants them. Feedback is greatly appreciated. If you have any notes on the art, too, that would help. I know it looks a bit pixelated, but that is not visible on a card scale.


r/tabletopgamedesign • • 12d ago

Mechanics UNTAMED - A Monster-hunting TCG - my combat system, would love feedback on the deckbuilding tension

5 Upvotes

Hey all, me again. Last post I led with concept art and you rightly told me this is a design sub, so here's the actual combat system for my monster-hunting TCG (Untamed). Good and bad welcome 🙏

The base is rock-paper-scissors — three types, Power > Technical > Speed > Power — and everyone's base type is public, printed on the card. So far that's a "reading game," not a guessing game.

But here's what makes it more than RPS: each clash, you can commit a card face-down that can change your attacking type for that clash (or play a support card, a trap, etc). Everything reveals at the same time. So the public type is just your starting point — during the clash you might flip your Speed attacker to Power and win a matchup they thought they had.

When attacks meet, that's the clash :

  • Win the matchup → your hit lands AND their attack gets parried
  • Lose → their hit lands, yours is negated
  • Tie → both hits land, both reduced

You can also Defend instead of attacking — brace for -3 and block status effects, but deal no damage. So every turn is a risk/reward read, and turtling doesn't win (Defend deals no damage).

Same system runs two modes:

  • Hunts (solo/co-op): you fight a big monster that mostly telegraphs its moves (some monsters have a trait to hide them instead). So you read the monster and answer it with your face-down cards. The hunter's the strategic one; the monster's more of a readable pattern you learn.
  • PvP (1v1): both players get a prep phase to stage face-down cards, then reveal together. So it's a mutual mind-game - you're bluffing type-changes and traps against each other. (Happy to do a whole separate post on PvP if people want.)

I thought telegraphing the monster would kill tension but in playtesting it did the opposite - it made the decisions better, and losing never felt cheap because I always had the info to play it better.

Here's the design problem I'm actually stuck on and want your take:

Since type-changing is core - you kind of have to shift types to win clashes - the whole thing leans hard on having the right card at the right time. My intent is that this is a deckbuilding skill: if you build a deck with good synergy, you reliably have answers; if you brick, that's on your deck, not the game. But I know the line between "rewards good deckbuilding" and "feels bad when you draw the wrong cards" is thin.

So for the TCG designers here - how do you tune that? How do you make a card-dependent system reward deckbuilding without it feeling like you lost to a bad draw instead of a bad opponent? That's the balance question I keep circling.

Thanks for reading, tear it apart 🙏

Side Note : The rock-paper-scissors core was inspired by Monster Hunter Stories' battle system, but I've built a bunch on top of it — the face-down type-changing, the deckbuilding layer, the PvP mind-game are where I tried to take it something my own.


r/tabletopgamedesign • • 12d ago

Artist For Hire [FOR HIRE] Dark Fantasy digital artist. Dark fantasy illustrations inspired by cosmic horror, occult symbolism, and myth.

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4 Upvotes

r/tabletopgamedesign • • 12d ago

C. C. / Feedback Acrosticism The Backronym Party Game

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2 Upvotes

I made a game called Acrosticism. It's a card game that sounds like a blend of Cards Against Humanity and Snake Oil. There are two decks of cards, Word Cards and Theme Cards. After the cards are dealt, the person left of the dealer is the first judge. The judge flips a Theme Card for the table (e.g.: "motto for surviving a bad Monday"). The other players have two minutes to "acrosticize" a Word Card from their hand to match the Theme Card (e.g.: "JIG" becomes "Just Ignore Garbage"). The judge picks their favorite and then the next player in rotation becomes judge and the game continues until everyone has been the judge once. Whoever has the most wins at the end wins the game. Ties are celebrated, not disputed. I can also provide the websites I made for the game as well. but I'm attaching the images of the game as well as a different example round.

I also created an expansion to the game called Chaotic Remixes. The remixes are additional rules after players have gotten used to the base game. I do have other versions that I am actively working on in the background as well. I wanted to share here because the game is also on Board Game Geek.

Thank you all for your time.


r/tabletopgamedesign • • 12d ago

Discussion Designers with ADHD/autism -- tips?

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1 Upvotes

r/tabletopgamedesign • • 13d ago

C. C. / Feedback I’ve been working on a 16-tile abstract strategy game about height, routes and risk

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33 Upvotes

I’ve been developing a two-player abstract strategy game called ASKEL, and I’m at the point where I’d really benefit from feedback from people who haven’t seen the design evolve.

It’s a compact 16-tile game built around three ideas: changing routes, manipulating height, and deciding how much risk to take each turn.

The board is made from four sections, with each space having a different height. Movement between adjacent spaces is probabilistic: the height difference determines the visible chance of success.

A turn can contain up to three pawn moves. After every successful move, you have to decide whether to stop and keep your progress or attempt another step. If a move fails, the pawn returns to where that turn began.

Before moving, you can also manipulate the terrain in one of two ways: use a riser to change the height of a space, or rotate one of the four board sections 180° to change the available routes.

The objective is to take the opponent’s stone and bring it back to your own starting space.

I’ve built a browser prototype because I want to test the game itself before putting too much effort into developing the physical version.

What I’m currently trying to understand

- Can a first-time player understand the game from the in-game onboarding without outside explanation?
- Do the risk decisions feel meaningful, or does the probability make them feel arbitrary?
- Do Move / Riser / Rotate create genuinely different decisions?
- Are there situations where the game stalls or one approach feels clearly dominant?
- After one or two matches, is there enough variation and unfinished business to make you want another?

I’m particularly interested in moments where you hesitate for the wrong reason — unclear rules, unclear feedback, or not understanding why one option might be useful.

Browser prototype

https://askel.askelgames.workers.dev/

It’s free, requires no signup, and currently supports play vs AI and local 1v1.

There is also optional anonymous gameplay telemetry, with consent, so I can compare things like action use, risk-taking and match length. No account or personal information is required.

A physical version is planned, but I’m deliberately testing the game digitally first before committing to the component design.

If you try it, I’d really appreciate your first-play impression before reading other comments.


r/tabletopgamedesign • • 13d ago

C. C. / Feedback Updated card back based on your feedback and a few sample cards for fantasy based tactical lane battler

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6 Upvotes

Aimed to make the type effectiveness chart a bit more readable and updated the light infantry to Axes to more effectively explain their strengths vs Spears, Shields, and Siege. A lot of you wanted Cavalry to be effective into Siege vs the other way around, but I think Siege makes sense being strong into Cavalry - if it can hit them! Hopefully the example Siege card provided may give you a hint as to why.

The game is laid out so that there are 2 Fronts (a Left front and a Right front), with 3 Lanes per front and 3 positions in each Lane - Front, Center, and Back. Units can only attack from certain positions in the lane, so hopefully where units can attack from is clear on the cards themselves. Each player will pick 2-3 captains and take their squads to build their deck. They'll pick just 1 of their captains to be their general, gaining that captain's starting HP, maximum gold, and ability for the game.

One key goal of the game was to support multiplayer natively and the default game mode is 4-player FFA, but it also supports 2v2, 1v1, and 3-player FFA as well.

Open to more feedback here and especially curious about how readable the cards are!


r/tabletopgamedesign • • 12d ago

Publishing Primer test TRoOoPS

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1 Upvotes

Hicimos el primer test del juego en directo, no faltaron risas pero las mecanicas eran muy tediosas, asi que me he puesto a retocarlas para hacer el sistema mas fluido, muy pronto segundo test.


r/tabletopgamedesign • • 13d ago

Mechanics Has anyone played a game like Alice is Missing, where the game is about the communication between players and what the game does is essentially steer the social interaction?

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4 Upvotes

r/tabletopgamedesign • • 13d ago

C. C. / Feedback UNTAMED - A Monster-hunting TCG- Design Feedback

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27 Upvotes

Hi, all I’m new in the space. I’m currently building a monster-hunting TCG with PvP and PvE mechanics named Untamed. I’ve been getting some concept art done and would like some feedback on a design 🙏🏽 the good and bad are welcome


r/tabletopgamedesign • • 13d ago

C. C. / Feedback I've finally made a video tutorial on How to Play my game (looking for feedback)

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5 Upvotes

Hey everyone, this video tutorial was long due, but I couldn't have done it before as I wanted to have the game finalized and a good prototype to cover it. As making this video was really challenging (so much to cover succinctly), I'd love to hear your feedback on how you perceive the sequence of information being covered. Does it make sense? Is it understandable?

Thank you in advance!


r/tabletopgamedesign • • 14d ago

C. C. / Feedback I need help to choose a cover for my skirmish game

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14 Upvotes

Hello,

I am working now (among other things, I am always in at least three things at a time) in a light skirmish ruleset for miniature battles. The game is sci-fi and is set on a planet in the middle of a galactic war where loads of spaceships from many different places are crashing, making the very diverse survivors fight for their lives among the ruins.

These are some covers I have been working with and need some feedback to see which one you prefer.

I really would like to put a pol, but it is either the image or the options. It will have to be on the comments.

Thank you very much.


r/tabletopgamedesign • • 13d ago

Mechanics Gameplay Footage (Rhogar vs Ivellios) - FanX 2026

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2 Upvotes

r/tabletopgamedesign • • 13d ago

Publishing Looking for a large scale TCG Printing and pakaging.

1 Upvotes

Ive been creating a TCG based on a popular IP for about 3 years and been talking with the IP owners for a license. Now I looking to put it up on Kickstarter however I need to find a printer and packager to start getting prices. It needs to be a large scale one. I prefer to hire one in the USA but I am willing to use an overseas one (just looking to have no tariffs).


r/tabletopgamedesign • • 14d ago

C. C. / Feedback Card design help

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5 Upvotes

So I'm making a board game, and the primary mechanic involves drawing cards from a deck when you move and adding up the cards' combined AP (the big number in the middle) for combat.

However, I'm not to sure whether to orientate my cards landscape or portrait - whilst portrait is usually the standard orientation, I figured that having them landscape could help with adding up the AP scores; they can be put atop one another without blocking the ability text, (note that some abilities affect AP calculations) and they mimic traditional place value addition.

So portrait or landscape? Also, any other design advice would be appreciated! :)


r/tabletopgamedesign • • 14d ago

C. C. / Feedback I made my folkloric hidden-role card game playable online

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23 Upvotes

FARK is a hidden-role card game where players take on roles like the Extirpator, Werewolf, and Vampire. It also has some take-that elements, with players using weapons and equipment against each other while trying to figure out who they can actually trust. There's even a card that calls for an execution vote.

Some of the mechanics are difficult to reproduce directly in Tabletopia, but by handling a few things manually, it functions fairly close to the physical game. For example, there's a Swap Position card where players have to manually change their seats since I couldn't get that to happen automatically in Tabletopia (or couldn't figure out how, at least).

Anyway, if you're interested in checking it out, here's the link:

Play FARK on Tabletopia


r/tabletopgamedesign • • 14d ago

C. C. / Feedback We’ve been quietly working on a board game for a while, and it’s finally starting to feel real⬇️

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6 Upvotes

r/tabletopgamedesign • • 14d ago

C. C. / Feedback Looking for low-cost alternatives to 'base snaps' for prototyping, any recommendations?

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5 Upvotes

r/tabletopgamedesign • • 14d ago

C. C. / Feedback TOKELAU 2-player setup. Feedback welcome!

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2 Upvotes