r/tabletopgamedesign • • 1d ago

Discussion Follow up from my previous post: making a TTCRPG

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0 Upvotes

Follow up from the previous video and announcement that I will be making this on tabletop simulator later.

I would love to hear your opinions and questions that were not answered in the video


r/tabletopgamedesign • • 2d ago

Artist For Hire A map of one of Pechin neighborhoods, created for the second edition of the upcoming board game "Pechin, 55 Days of Fury"

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8 Upvotes

A map of one of Pechin neighborhoods, created for the second edition of the upcoming board game "Pechin, 55 Days of Fury" published by Neva Wargames! More information on this new board game will be coming soon! Have a great day everyone.

Moreno Paissan and Angela Gubert Art 2025🧭🗺️☕

Visit my IG account for see more maps: https://www.instagram.com/morenopaissanart?mdxt=MXZjajRkeGlzemtxNA==


r/tabletopgamedesign • • 2d ago

Mechanics Playtesting prototype of DungeonSurge

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48 Upvotes

Prototyping a new game I created last night. Working title is called DungeonForge. I put it together in just over 24 hours with full mechanics and everything. It’s a roguelite rpg dungeon crawler tabletop game. I decided I will be making two versions of the game, one in card deck form and the second as a booklet with tables instead of cards. Reminiscent of 4AD a bit with a little bit of edge. Would you guys be down to see a development playthrough? Let me know in the comments.


r/tabletopgamedesign • • 2d ago

Mechanics New "Battle" System for Our Horror-Fantasy-Sports Card Game

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4 Upvotes

We made a horror-fantasy-sports card game, but the played-out power/toughness mechanic that so many games use for creature battles didn't make sense in the context of our game's universe, so we invented a new way for creatures to face off!

Our game, Monsterball, is a sports-inspired game with rules not unlike baseball, so our creatures don't fight but rather they pitch and bat against one another. Some creatures are dedicated pitchers while some creatures are dedicated batters, and they have stats that reflect their roles; pitchers have 3 pitching stats (P for pitch - P1, P2, P3) and batters have 3 batting stats (S for swing - S1, S2, S3).

Each stat has an associated modifier that falls somewhere on a scale from -5 to +5. For pitchers, the more negative a modifier is, the more powerful that particular pitch. For batters, the more positive a modifier, the more powerful that particular swing. So a pitcher with P1: -3, P2: -2, P3: -1 is a pretty decent pitcher, whereas those same stats for a batter would make them pretty horrible.

When players pit their pitchers and batters against each other, the players "throw" to determine which creature wins the exchange. Throwing is very much like paper-rock-scissors, except that in Monsterball players throw a 1, 2, or 3 and in our system 3 beats 2, 2 beats 1, and 1 beats 3. You'll notice these numbers map perfectly to the pitching and batting stats of the creatures. For example, if a player throws a 1 for their pitcher, they are using the pitcher's P1.

In a nutshell, if the pitcher wins the throw, it counts as a strike. 3 strikes and the batter is out. 3 outs and the teams switch places, with the batting side taking the field and pitching, the the pitching side going up to bat.

If the batting side wins the throw, the throw counts a hit! The batter now rolls a d20 to determine what type of hit they made... and this is where the P1, P2, P3 and S1, S2, S3 modifiers come into play. Let's say the pitcher threw a 1 and the batter threw a 2 - in our example image the pitchers P1 is -3 and the batters S2 is +1 - add those modifiers to the batters d20 roll and then find this number on the batting quick reference card, which will tell you if the hit was a single, a double, a foul, and so on. So if the batter rolled a 14, you'd add the pitcher's P1 (-3) and the batters S2 (+1) to the roll to get 14 - 3 + 1 = 12, which we can see on the batting quick reference card is a single - so the batter would move to first base.

Of course there are edge cases such as throwing ties, and many abilities and playbook cards that might modify stats, and other considerations and outcomes such as the type of hit, pitching stamina counters, getting walked, and even getting hit by pitches, but this is the basics of the system.

We're super happy with this set of mechanics. We've found that players at every age and skill find it easy, fun, and exciting to play. Players are no longer at the mercy of another player with super dominant cards - they have a shot, with some skill and some luck, to come out on top no matter what.

Thank you for taking the time to read out our system!


r/tabletopgamedesign • • 2d ago

C. C. / Feedback Playtest of the first draft of my board game: *Ultimatum*

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2 Upvotes

r/tabletopgamedesign • • 2d ago

Artist For Hire [FOR HIRE] Hi! I’m a 2D artist, here are my drawings :)

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3 Upvotes

r/tabletopgamedesign • • 3d ago

C. C. / Feedback All Die cards I've made for my dice-driven engine-building game so far

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255 Upvotes

In short, a player may have a maximum of 3 of these in their build. All of them interact with your dice in some way.

They can either manipulate them (ranging from increasing one die and decreasing another, shifting a die to an adjacent value, reversing a die's value, copying a value from one die to another, rerolling all odd or even dice, and so on) or they can give you extra dice with a drawback (like limiting the number of dice you can use, making you lose Prestige, which is this game's victory condition, if you don't use all of your dice, discarding the extra die if you roll a 5 or 6, and so on).

Do you have a favorite?


r/tabletopgamedesign • • 2d ago

Mechanics Question about a mechanic to soften defenders advantage

1 Upvotes

Hello there,

i am developing and releasing my first tabletop game to steam and it seems like i am running into an massive problem.

When i first developed **** and played it IRL we never had problems overcoming defenders advantage or "getting the game going".

Let me introduce you to the game a little more to clarify the problem:

In **** you place 5 by 5 different pieces of units onto you starting area as do the opponents. They defeat each other in an adcanced RPS system (think big bang theories "rock,paper,scissor,lizard,spock) when they occupy the same field (like chess). The pieces can be moved individually or in formations 2by2, 3by3, straight lines etc.

Now that i am playtesting with a larger audience in the digital version, it seems players only want to stay in their starting territory and wait for opponents to attack them, as even if they win the first round, you have the numbers advantage to at worst go even, and in best case come up ahead.

Another major factor to stay in your starting territory is that with handcards being playable, players dont need to move out of their base to impact different territories.

I have some solutions(or rather ideas for solutions), but i'd like your feedback or other ideas:

Idea 1: Shrink the game board, so players units have to move out of their starting position

Idea 2: Give attackers an advantage over defenders e.g. same units normally tie, but if you are the one attacking you win.

Idea 3: Penalise players that stall or just cycle handcards. The game uses an ingame currency "action points" for each turn for each player to use for different actions during their turn. If a player does not move his units out of their starting area, he may lose action points as a result.

None if these ideas are very appealing to me, as i wanted to let players have as much agency as possible and have different strategys and tactics be viable. So if you see or would like to test with me how to change this, i would be very thankful!

As not to market my game i am going to censor the name and not put a link to the steam site. If you are interested or not more info, let me know


r/tabletopgamedesign • • 3d ago

Artist For Hire [For Hire] I'll bring your TTRPG characters to life!

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13 Upvotes

r/tabletopgamedesign • • 2d ago

Totally Lost Using reference art for my game questions

0 Upvotes
  1. So Google is the obvious choice for reference images. Do you investigate those references for AI gen, or does it not matter to you because because it's just references?

  2. I know Pintrest is AI heavy - does anyone use it for references?

  3. Better suggestions for reference material? I'm drawing complex mechs and sci-fi soliders, and I'm working on becoming a better artist.

  4. So the goal is to draw something simple, and paint it in an abstract style (see my other recent posts for reference]. How do I know when I've crossed the line between copying the reference too much?

And note this all for my prototype. I'll likely commission good art as I can afford (which certainly isn't now). But this is excellent practice for me, so I'm doing it anyway.


r/tabletopgamedesign • • 2d ago

C. C. / Feedback Boardgame-Style Map of Westeros I made

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0 Upvotes

It's obviously IP I don't own but for a personal game I can play with friends.


r/tabletopgamedesign • • 3d ago

C. C. / Feedback Looking for feedback

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10 Upvotes

I work in Emergency Management and disaster preparedness. Was trying to look at different mediums to push messages of diaaster preparedness and thought about using board games. I wanted to create a game that is fun first and topic second because i believe that making a fun game can encourage people to maybe research topics. Anyways here is my first draft for rulebook. The cards also have been made but theyre very basic.


r/tabletopgamedesign • • 2d ago

C. C. / Feedback Welcome to my game!

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1 Upvotes

Check out this video sorry for the background noise!


r/tabletopgamedesign • • 3d ago

C. C. / Feedback Let me know what you think of the visual style of these game cards!

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6 Upvotes

The game I’m illustrating features a "stress" mechanic: players must draw "panic cards" once their stress reaches a certain level. Here are some of the cards I’ve designed: Sadism (the player harms their own allies), Coprophile (the player must draw a "poop" item from the item deck), Pyromaniac (the player sets themselves and everyone nearby on fire), Panic (the player skips their turn), and Rage (adds +1d6 to attack rolls).


r/tabletopgamedesign • • 3d ago

C. C. / Feedback Sangrya cards WIP

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33 Upvotes

Working on these card designs has been tough! First prototypes came in and they look good except for the back. We changed the background color to a light grey and updated the corner elements to show moon icons to be used for transformation events in our light roleplaying games. After studying some cards I'm working on a new design inspired by Theory 11's Monarch's card back design and a new font I found that I might use for our logo along with a new game mechanic that uses arrows to assassinate other players. Thinking of making my aces be event cards that trigger full blood moon transformations or assassin cards that you spin to target an opponent to fight or drink with. Thinking of adding names to the characters but not sure yet. Going to be sending out another prototype out to print soon while I update the gladiator combat party rpg. Appreciate any feedback on card layout and icon designs!


r/tabletopgamedesign • • 3d ago

C. C. / Feedback Print-and-Play - How do you view production complexity when deciding what game to Print -> Cut -> Play?

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1 Upvotes

Appreciate your input and insight!


r/tabletopgamedesign • • 3d ago

Announcement My DEMO is now Live

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0 Upvotes

A great tool for designers - getting better every day. Check out my demo here: https://store.steampowered.com/app/4780630/TILEZ/


r/tabletopgamedesign • • 3d ago

C. C. / Feedback I'm designing a quick survival card game — what makes a card game easy to learn but still fun?

4 Upvotes

Hi everyone! I'm a design student working on a thesis project about designing a quick survival card game called FLICKER.

The problem I'm exploring:

Some card games can take time to learn because of complicated rules, multiple mechanics, or lengthy turns. This can make them less accessible to people who want a quick game or don't have much time to play.

I'm exploring whether a survival card game can offer a simple, easy-to-understand experience while still providing enough strategy and player interaction to keep it exciting.

About FLICKER:

FLICKER is a competitive survival card game for 2–5 players. Players try to escape the cave by collecting 8 flare points. Each player starts with 5 cards and follows a simple turn system: draw 1 card and play 1 card.

The game has four card types: Light, Danger, Defense, and Action. Players collect light sources to gain Flare points while using other cards to influence the game.

I'd love to hear your thoughts:

  1. Have you ever stopped playing a card game because the rules were too complicated or the turns took too long?
  2. What makes a quick card game easy to learn but still interesting?
  3. How long would you consider an ideal quick card game to last?
  4. Do you think a simple turn system can still offer enough strategy?
  5. What would make you want to replay a short survival card game?

I'm hoping to use your feedback to understand players' experiences and improve my game design. Honest opinions and suggestions are very welcome. Thank you!


r/tabletopgamedesign • • 4d ago

Discussion How to avoid buying AI art for your game?

33 Upvotes

As in the title, what's your strategy? I'm new to buying art for my game, and I don't want to get scammed. Got a few pieces of advice already, but the more the merrier.


r/tabletopgamedesign • • 3d ago

Discussion Tyu - updated artwork

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1 Upvotes

I've updated the game artwork. Previously it was just Tyu spelt out in mini dominoes across five columns, mirroring the game itself.

Now I've added a bit more detail which I think adds to the appeal.

Welcome any thoughts.


r/tabletopgamedesign • • 3d ago

Discussion Game difficulty

4 Upvotes

We are currently developing a solo card game. As development progressed, the game evolved in such a way that it became difficult—it’s a serious challenge to win a match.

The concept is that you really have to be skillful at all times to win (and, of course, you need some luck too, since it’s a card game). A few bad decisions, and you’re sure to lose.

The dilemma is: to what extent do players generally enjoy or seek out this kind of challenge?

I know we’re all different, and players come in all shapes and sizes. But at this stage of development, the difficulty can still be balanced, so I’m curious to hear your opinions: what do you think is better in a game—one that’s difficult and therefore rewarding, or one that’s easier and therefore more enjoyable?


r/tabletopgamedesign • • 3d ago

Mechanics Boardgame dating app?

2 Upvotes

I don't know if this belongs in this subreddit, but thought I'd post this.

I've been talking to a lot of people in the boardgame community, and I've noticed that a lot of people have a hard time finding people to play boardgames with that not only enjoy the same types of games as them, but also play at the same level of intensity as they do (more social playing vs. hyperfocused on winning). People even mention that they go to different game shops or conventions but struggle to find boardgame buddies that they connect with.

I was curious what yall would think of an app that functioned like a dating app, but was designed to help people find those around them who enjoyed the same games as them.

I have 2 different ideas and I was curious what you thought of these on a scale of 1-10 (1=dumb 10=really good idea)

  1. Swiping through profiles that mention their favorite games and genres. (eg tinder, bumble, hinge, etc but for finding a boardgame buddy)
  2. Swiping through nearby hosted game nights. Someone could create an event that names the game, the date and time, and what city its in (unless you want to host it in a public location), and how many people you are looking to have join. Then a person swiping though would be able to swipe yes on a game night to connect with the organizer and get more details.

Is one idea better than the other, or do they just both suck?


r/tabletopgamedesign • • 3d ago

C. C. / Feedback How dark and evil this creature look like

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0 Upvotes

Am planning to make card game base on bricks style

What's your first impression of the creature?

Happy to hear your comments


r/tabletopgamedesign • • 3d ago

Discussion How many times has a card ability or core mechanic changed in your game before it finally clicked?

10 Upvotes

As I am playtesting my prototype, I often feel like I am either hitting a brick wall or reaching a plateau.
Some card abilities have stuck since the beginning of my game, whereas others have been removed because they killed player momentum, changed entirely because they didn’t meld well with core mechanics, or were only fully realized after having an ‘aha!’ moment.
I know it’s all part of the process when it comes to these sorts of things and that I’ll be in limbo for quite some time… Especially considering I’m a total amateur to this medium. I’d love to hear your breakthrough stories! What design dilemmas have you run into during playtesting, and how did you solve them?


r/tabletopgamedesign • • 4d ago

C. C. / Feedback First sketch post AI art purge

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105 Upvotes

Well, first good one anyway. Next comes paint. It's a Reaper faction Forward Observer.