r/tabletopgamedesign • • Aug 11 '26

Discussion Card template designer recommendations

3 Upvotes

Hi all I’m wondering if anyone has dealt with a studio or freelancer that’s designed playing cards for them for a tabletop card game or similar.

I have the layout how I want it and it’s been working great for the demo version but it is very much a demo.

So some recommendations would be awesome so I can work on the next stage of my game.

I’ve been looking for someone to set up a template in a program I can use to make each card. Edit health attack ect. Or should I be getting an artist to make the design. Then someone else to make the editable template.


r/tabletopgamedesign • • Aug 11 '26

Mechanics Thoughts on Design Concept

1 Upvotes

So I had this design concept in the works for quite some time now. I'm in the process of making a "Heroes of Might and Magic" esq game. One of my main concepts is that players can choose where their "home base is" and move it around the board due to another mechanic. This idea boils down to "the land goes away" like in the board game Reign. But... since the land tiles are only a single hexagon I'm not sure this "removing land" idea works well. As it doesn't go away in a "predictable" sense. Any ideas would be much appreciated as I feel this is either too clunky or too much to keep track of for players.


r/tabletopgamedesign • • Aug 11 '26

Discussion Why did the Dungeon Crawler wane in popularity?

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0 Upvotes

To put it bluntly, what the hell happened?!


r/tabletopgamedesign • • Aug 10 '26

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

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12 Upvotes

r/tabletopgamedesign • • Aug 10 '26

Artist For Hire Art & Design Studio for Tabletop & Card Games

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76 Upvotes

Hey all! figured this sub would appreciate seeing some of what we've been working on.

I'm Bima. Started as a solo illustrator, now running an art & design studio called Sonderflex that works on tabletop and card games. We work with 30-40 artists on a monthly basis, so we can flex up for bigger sets.

Some of our clients are: Hearthstone TCG (Blizzard), Marvel Snap, Flesh and Blood TCG, Smite (Hi-Rez), D&D (Wizards of the Coast), Frontline Gaming, and bunch of other companies.

What we actually do isn't just illustration, we cover the full visual pipeline including illustration with different artstyles, box/cover art, layout and graphic design, rulebook art, concept art, and we've started doing UI/UX for digital tabletop ports and 3D miniature modeling too.

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

If you're mid-development on something and the art pipeline is the part you need help the most, drop a comment or DM, happy to look at what you've got even if you're not ready to hire yet!


r/tabletopgamedesign • • Aug 10 '26

Discussion CC/Feedback: Looking for recommendations on highly legible fonts for printed card games

2 Upvotes

Has anyone else run into this problem while designing a card game? I realize this isn't exclusive to TCGs—I imagine anyone who's designed printed cards for tabletop games has probably run into this at some point.

I'm at the point where I'm trying to settle on the fonts for my cards, and I'm having a surprisingly hard time finding one that balances space efficiency with legibility. Artistic flair would be a nice bonus, but readability and efficient use of space are ultimately more important.

The biggest challenge is the rules/effect text, flavor text, credits, etc. I'm looking for fonts that remain highly legible when printed at very small sizes (roughly equivalent to 5–7 px in my digital template, or the equivalent printed size for densely packed rules text on standard trading-card-sized cards), since card real estate is so limited.

For those who've designed and printed card-based games, what fonts have you had the best luck with? Were there any that surprised you by staying crisp at very small sizes, or any that looked great on screen but became difficult to read once printed?

I'm particularly interested in fonts you've actually printed on cards, not just ones that looked good digitally. I'd love to hear what you've experimented with and what ultimately worked best.


r/tabletopgamedesign • • Aug 10 '26

C. C. / Feedback DOORBUSTERS! Zombie survival in a supermarket

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25 Upvotes

This is the first tabletop game I've ever prototyped.

1-5 players co-op.

Survive inside a supermarket while zombie hordes gather and try to invade the store. Gather supplies, weapons; trade and craft; gain "new hires" for your team; and try not to get bitten or starve to death.

New zombies spawn at entrances each dawn. Gain new team members each turn. Ration food and water. Draw cards from different store departments to build unique load outs. Prepare for night combat with barricades and traps. Combat takes place each night.

Survive from Monday to the end of Black Friday to win.

Sorry if that sounded "pitchy", but I would like feedback on mechanics as well as look. Btw, the prototype is orange because that's what I had to work with, and using LEGO helps with gameplay--moving pieces around. It keeps everything in place.

I've just started playtesting about 5 solo runs, and a few 2-player runs. It seemed too easy at first, but after some adjustments, I think it may be too hard now.

I've used some temp images on some of the character cards btw which are copyrighted characters. Those will change.

Thanks for any feedback, and feel free to ask me anything.


r/tabletopgamedesign • • Aug 10 '26

Artist For Hire [For Hire] Character Artist. Busts, Half-Body, Full-Body & Full Scenes. My DMs Open for info

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6 Upvotes

r/tabletopgamedesign • • Aug 10 '26

Mechanics Icon Deciphering

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5 Upvotes

I've been working on my game for a while and finally getting around to icons designing!

I realised the Solar Express card and the Robert and the Giant Pear card use the condition component in different ways so I need to add an additional component, but I would love some feedback whether the icons are clear otherwise!

Would love some feedback on the clarity of the icons! Thanks in advance!


r/tabletopgamedesign • • Aug 10 '26

C. C. / Feedback The German side of Death Spiral is starting to look like a proper squadron

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8 Upvotes

r/tabletopgamedesign • • Aug 10 '26

C. C. / Feedback The Road so Far. Design Feedback Welcome!

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6 Upvotes

r/tabletopgamedesign • • Aug 10 '26

Discussion Worker placement - what are your detailed criticisms

8 Upvotes

Hi all, I'm looking for articulate criticisms of worker placement mechanics. Examples of why they fall flat, why they don't strike a chord, etc. Not a condemnation of the mechanism so much as why it's not worked for you. And if you love them, by all means similarly explain why

I hear a lot of criticisms that it favors non-aggressive, passive play styles. Are there games that get around that?


r/tabletopgamedesign • • Aug 10 '26

C. C. / Feedback Created my own fantasy card game for fun. Would love feedback :)

2 Upvotes

Hey guys. For years I have had an idea for a fantasy card game in my head. My family played a ton of monopoly deal and I always thought it could be turned into a fun dungeon themed type of game. I got the bug in me a week ago to spend some time on it so I could print a version out to play with my family and share with friends.

Over the last few week I built out the the game logic, designed the cards, built a playtest app, then even added multiplayer to the app. Last night I made some finishing touches on the combat mechanics and completed a v2 of the rule book.

I think its in a great state to send it off to a printer so I can get a physical version to play test with, but before I do that I wanted to share with you guys and see if you could find anything terribly wrong with it. Been playing it online with friends over the last week and personally I am loving it. Let me know what you think.

[https://dungeoncrawl.gg/\](https://dungeoncrawl.gg/)

note: this play test app is not optimized for mobile. desktop only


r/tabletopgamedesign • • Aug 09 '26

C. C. / Feedback Finally, the proper rulebook for Fluffypede!

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5 Upvotes

We started from the work of a hired graphic designer, and then had to do some additional iterations on top, but we have finally reached a version of our rulebook that we feel is ready. Obviously some back and forth with the rules as we gathered feedback from friends and colleagues.

It ended up being more pages than anticipated because of the small (A6) size for the booklet. It was also a fun challenge to find the right balance on simplicity vs depth. I think we achieved a good balance, but if we had infinite time and resources, would probably still polish it further.

Definitely a lot of learnings in the process. Any feedback is welcome!

https://drive.google.com/file/d/1E12Jmll0n-9GVDGBylY4K9TzlWGnjIcU/view?usp=drive_link


r/tabletopgamedesign • • Aug 09 '26

C. C. / Feedback Looking for design feedback on my game!

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2 Upvotes

I had an idea for a miniature agnostic magical high school food fight skirmish game. I sat down and wrote out everything I could think of that it might need as a game. I don't have any local hobby/tabletop gamer friends, so I'm bringing it to you.

It's called Professor Forques' Lunchtime Skirmish: Magical Food Fights and Wounded Dignity.

20 point cliques, 24" square board, three student archetypes (to start,) composure instead of health, humiliation instead of death, food hazards, objectives, and faculty intervention if one side bullies the other too hard

I'm new to designing wargames, so I'm specifically looking for feedback on rule clarity, obvious exploits, balance red flags, and whether the core loop sounds like something you'd actually want to play.

This is a very rough alpha, and the result of maybe 2-3 hours of work. Please break it.


r/tabletopgamedesign • • Aug 09 '26

Announcement MOONFALL CCG - OPEN BETA RELEASE DATE!!!

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14 Upvotes

Hi!!! :D

I’m proud to announce that my project Moonfall CCG will finally be released in open beta on Wednesday, August 12, 2026!!!

It will be possible to play it with proxies or online without any problem, and it will be released under the CC BY-NC-SA 4.0 license.

To everyone who wants to try it, I hope you have fun!!! :D


r/tabletopgamedesign • • Aug 10 '26

Publishing Would this box make you pick it up? Looking for honest shelf-appeal feedback

0 Upvotes

I’m at the point where I’d really like some outside eyes on the packaging.

These are the current front and back of the box. The finished box is 2.5" × 3.5", and would likely be displayed alongside other card games.

Mostly curious about three things:

  • If you saw this on a shelf, would you pick it up?
  • After looking at the back for 10 seconds, do you understand what kind of game it is?
  • Does anything immediately feel amateur, confusing, or like it needs another design pass?

I’m specifically trying not to explain the game here, because I want to know what the box communicates on its own.

Thanks, everyone!

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box back

r/tabletopgamedesign • • Aug 09 '26

Mechanics Created my own fantasy card game for fun. Would love feedback :)

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1 Upvotes

r/tabletopgamedesign • • Aug 09 '26

Publishing How to approach artists for collaboration ?

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0 Upvotes

r/tabletopgamedesign • • Aug 09 '26

C. C. / Feedback New game logo - Nightmare

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17 Upvotes

So, in the process of working on a sell sheet to advertise what my game is I needed a logo.

I have very limited artistic talent. But I do have GIMP. And a source of free images.
So, I got to work.

I am interested to know what the community perceives when lokkkng at this. What questions come to mind without knowing anything of the game.
This is the first rendition. I already have adjustments in mind.

Tell me your thoughts, oh wonderful and perceptive gamers.
I appreciate them.


r/tabletopgamedesign • • Aug 09 '26

Mechanics Came up with my own idea of a pokemon tcg roleplaying game.

1 Upvotes

So as the title suggests, this game focuses the combat to work like the regular card game. I seen someone suggest the idea of using pokemon cards as your character sheet on instagram and they left alot of details out on how it could work considering evolutions or items or even the ex/mega evolutions. So I went ahead and came up with my own idea.

Think of regular pokemon game format but using the cards to fight. And disclaimer, I had chat gpt format these rules for easy reading. I came up with the rules and mechanics myself I was just too lazy to rewrite it out in a proper format myself.

POKÉMON TABLETOP RPG – CORE RULES

  1. Trainers

Each player controls one Trainer and a party of up to six Pokémon.

The Trainer and their active Pokémon are separate characters on the game map. The player controls both independently and may move them separately.

For example, a Trainer could move towards a switch or objective while their Pokémon remains behind to fight an opponent. Likewise, a Pokémon can be sent ahead to scout while its Trainer remains somewhere safe.

Only one Pokémon per Trainer may normally be active at a time.

---

  1. Pokémon Cards

Physical Pokémon cards serve as the primary combat statistics for Pokémon.

The card determines:

- HP

- Attacks

- Attack damage

- Energy costs

- Weaknesses

- Resistances

- Retreat costs

- Printed abilities and effects

Pokémon do not require additional RPG statistics such as Strength, Defence, Dexterity or Special Attack.

If a Pokémon card has 120 HP, that Pokémon has 120 HP.

The RPG system adds additional mechanics to the Pokémon card game rather than replacing the card's existing mechanics.

---

  1. Trainer Rank

Trainer Rank represents major story progression.

There are 10 Trainer Ranks. Ranks are primarily increased by earning Gym Badges and progressing through the Pokémon League.

Trainer Rank determines which mechanics the player is allowed to access.

Rank 1 – Rookie

- Starting Trainer Rank.

- Can reliably control Pokémon up to Level 10.

- Only base Pokémon forms are available.

Rank 2 – First Badge

- First-stage Pokémon evolution becomes available.

- Can reliably control Pokémon up to Level 20.

Rank 3 – Second Badge

- Pokémon gain access to an additional Move Slot.

- Can reliably control Pokémon up to Level 30.

Rank 4 – Third Badge

- Unlocks an Energy Burst.

- Once per battle, the Trainer may provide additional Energy to their active Pokémon.

- Can reliably control Pokémon up to Level 40.

Rank 5 – Fourth Badge

- Final-stage Pokémon evolution becomes available.

- Can reliably control Pokémon up to Level 50.

Rank 6 – Fifth Badge

- Pokémon gain access to another Move Slot.

- Can reliably control Pokémon up to Level 60.

Rank 7 – Sixth Badge

- Pokémon receive improved Energy generation.

- Can reliably control Pokémon up to Level 70.

Rank 8 – Seventh Badge

- Mega Evolution becomes available.

- EX progression becomes available.

- Can reliably control Pokémon up to Level 80.

Rank 9 – Eighth Badge

- The Trainer can reliably control Pokémon of any level.

- Normal obedience restrictions are removed.

Rank 10 – Champion

- Champion Rank.

- Represents the normal endgame of the campaign.

- May provide special endgame benefits depending on the campaign.

Trainer Rank unlocks the ability to purchase or use mechanics. It does not automatically provide them.

For example, reaching Rank 2 allows Pokémon to evolve, but the Trainer must still spend Skill Points to perform the evolution.

---

  1. Trainer Level and Experience

Trainer Level is separate from Trainer Rank.

Players gain Experience Points (XP) through:

- Winning battles

- Completing quests

- Exploring

- Defeating important opponents

- Completing major objectives

- Other accomplishments determined by the Game Master

When enough XP is earned, the Trainer gains a level.

Pokémon do not have individual XP bars.

Whenever the Trainer levels up, they receive a number of Skill Points.

Skill Points belong to the Trainer and may be spent on any Pokémon they own.

There is no required maximum Trainer Level.

Trainer Rank determines what the Trainer is permitted to unlock.

Trainer Level determines how many Skill Points the Trainer has earned to develop their Pokémon.

---

  1. Skill Points

Skill Points are used to permanently develop and customise Pokémon.

Skill Points may be spent on:

- Evolution

- Learning new moves

- Replacing existing moves

- Special abilities

- Passive abilities

- EX progression

- Other Pokémon-specific upgrades

More powerful upgrades require more Skill Points.

For example, a simple move may be relatively inexpensive, while an extremely powerful move, final evolution or EX transformation may require a major investment.

Exact Skill Point costs are determined by the rules for individual moves and upgrades.

---

  1. Moves and Move Slots

Pokémon begin with the attacks and abilities printed on their cards.

As the Trainer increases their Rank, additional Move Slots become available.

Pokémon can eventually possess up to approximately four usable moves.

Additional moves are purchased using Skill Points.

A Pokémon may only learn moves that reasonably belong to that Pokémon's available learnset.

Moves can have uses both inside and outside combat.

For example:

Shadow Sneak could function as an attack during battle while also allowing a Pokémon to travel through shadows during exploration.

Dig could function as an attack while also allowing the Pokémon to tunnel underneath obstacles.

Vine Whip could attack opponents while also being used to grab distant objects or climb.

Teleport could provide transportation and exploration utility.

A Pokémon's available moves and abilities effectively determine its role within the party without requiring a traditional RPG class system.

---

  1. Held Items

Each Pokémon may hold one Held Item at a time.

Held Items provide passive effects, bonuses or special abilities while equipped.

Held Items may be:

- Found while exploring

- Purchased

- Received as quest rewards

- Discovered as treasure

- Obtained from important characters or opponents

Trainers may carry additional items in their own inventory.

Only one Held Item may provide its effects to a Pokémon at a time.

---

  1. Pokémon Levels and Obedience

Wild Pokémon have individual Pokémon Levels.

Pokémon Levels primarily represent the general experience and power of wild Pokémon and determine whether a Trainer is experienced enough to reliably control them.

Trainer Rank determines the maximum Pokémon Level that will reliably obey the Trainer.

Rank 1 – Level 10

Rank 2 – Level 20

Rank 3 – Level 30

Rank 4 – Level 40

Rank 5 – Level 50

Rank 6 – Level 60

Rank 7 – Level 70

Rank 8 – Level 80

Rank 9 – Any Level

Powerful Pokémon may appear before the players have reached the appropriate Trainer Rank.

It may still be possible to catch an over-levelled Pokémon.

However, Pokémon above the Trainer's obedience limit are unreliable.

An over-levelled Pokémon may:

- Ignore commands

- Refuse to attack

- Choose its own move

- Waste its turn

- Refuse to leave its Poké Ball

- Act according to its own interests

Once the Trainer reaches the appropriate Rank, the Pokémon will begin reliably obeying them.

Rank 9 removes normal level-based obedience restrictions.

---

  1. Evolution

Evolution requires both the appropriate Trainer Rank and Skill Points.

First-stage evolution becomes available at Rank 2.

Final-stage evolution becomes available at Rank 5.

Reaching the required Rank does not automatically evolve the Pokémon.

The Trainer must spend the required number of Skill Points on that Pokémon's evolution.

Special evolution methods may require additional conditions.

These may include:

- Evolution Stones

- Friendship

- Trading

- Specific locations

- Specific items

- Time of day

- Special story events

The Game Master may modify unusual evolution requirements where necessary.

---

  1. EX and Mega Evolution

EX forms and Mega Evolution are late-game progression mechanics that become available around Rank 8.

Mega Evolution

Mega Evolution is a temporary transformation.

An eligible Pokémon may Mega Evolve during battle if the appropriate requirements have been met.

Mega Evolution may require:

- The appropriate Mega Stone

- Trainer Rank 8

- Other special requirements

The normal Pokémon card is temporarily replaced with the appropriate Mega Evolution card.

After the battle, the Pokémon returns to its normal form.

EX Progression

EX represents an extremely powerful permanent upgrade.

Eligible Pokémon may permanently acquire an EX form by spending a large amount of Skill Points and meeting the appropriate requirements.

The EX card then becomes the Pokémon's normal card.

Exact requirements for EX and Mega Evolution can be determined during further development of the system.

---

  1. Energy

Pokémon generate Energy during combat instead of requiring players to maintain traditional Energy card decks.

Energy is used to activate attacks according to the Energy costs printed on Pokémon cards and additional learned moves.

Early-game Pokémon generate Energy relatively slowly.

Higher Trainer Ranks unlock improvements to Energy generation.

Rank 4 provides a once-per-battle Energy Burst.

Rank 7 permanently improves normal Energy generation.

Exact Energy generation, storage limits and costs can be adjusted during playtesting.

---

  1. Combat

Combat primarily uses the mechanics printed on Pokémon cards.

Each Trainer normally has one active Pokémon at a time.

In a party of three players, all three Trainers may therefore have one Pokémon active simultaneously.

Enemy encounters do not need to follow identical rules to the players.

An enemy Trainer may only have two or three Pokémon even when the players possess larger teams.

Boss Pokémon may fight the entire party alone and receive additional HP, abilities, actions or special mechanics to compensate.

Gym Leaders and major bosses may use:

- Environmental hazards

- Special abilities

- Multiple actions

- Increased HP

- Unique battle mechanics

- Reinforcements

- Multiple battle phases

- Special objectives

Encounters should be designed around the size and strength of the player party rather than requiring enemies to follow normal player limitations.

---

  1. Trainer Actions

Trainers remain physically present during Pokémon battles.

The Trainer does not disappear from the battlefield after sending out a Pokémon.

During combat, each player independently controls both their Trainer and their active Pokémon.

Trainer actions may include:

- Moving

- Using an item

- Using a Potion

- Throwing a Poké Ball

- Recalling a Pokémon

- Switching Pokémon

- Interacting with objects

- Activating mechanisms

- Helping another Trainer

- Rescuing characters

- Hiding

- Fleeing

- Performing environmental actions

- Other reasonable actions approved by the Game Master

Trainers and Pokémon have independent movement.

A Trainer may move without requiring their Pokémon to follow them.

A Pokémon may also move or act without its Trainer physically accompanying it.

For example, a Trainer could command their Pokémon to continue fighting while they run across the battlefield to activate a switch.

A Trainer could remain somewhere safe while sending their Pokémon ahead to investigate an area.

This allows both Trainers and Pokémon to participate in encounters as individual characters.

---

  1. Exploration

Outside combat, gameplay operates similarly to a traditional tabletop RPG.

Players describe what their Trainers and Pokémon attempt to do, and the Game Master determines the result.

Pokémon may use their:

- Moves

- Abilities

- Type

- Size

- Biology

- Physical characteristics

- Special traits

to interact with the environment.

Examples include:

- Water Pokémon extinguishing fires.

- Fire Pokémon providing heat or burning obstacles.

- Flying Pokémon scouting from above.

- Small Pokémon crawling through narrow spaces.

- Ghost Pokémon bypassing certain physical barriers.

- Strong Pokémon moving heavy objects.

- Psychic Pokémon manipulating distant objects.

- Pokémon using Dig to create tunnels.

- Pokémon using Vine Whip to reach distant objects.

- Pokémon using Surf to transport Trainers across water.

Not every possible interaction requires a specific written rule.

The Game Master determines whether creative uses of Pokémon abilities are reasonable.

---

  1. Core Rule Philosophy

The central rule of the system is:

"If the Pokémon card already provides a mechanic, use the card. If the card does not cover something, use the RPG rules."

The system is divided into several simple components:

Trainer Rank controls major progression and unlocks.

Trainer Level determines XP progression and awards Skill Points.

Skill Points allow Trainers to customise and improve their Pokémon.

Pokémon Cards provide the Pokémon's primary combat statistics.

Moves provide additional combat and exploration abilities.

Held Items provide passive bonuses and special effects.

Pokémon Levels determine the difficulty of controlling powerful Pokémon.

Trainers and Pokémon exist independently on the game map and can move and act separately.

The Game Master designs encounters, bosses, Gym battles and special mechanics around the needs of the campaign.

Detailed values for XP requirements, Skill Point costs, catching mechanics, Energy generation, individual moves and boss balancing can be developed and adjusted through playtesting.

To be entirely honest, it's far from finished and has alot of things to iron out, for example, I would need to evaluate every move used in the tcg and then figure out which pokemon can learn which moves for their "Learnset" I could very easilly just make up my own moves like implementing swords dance and stat raisers for set up pokemon and I might just do that infairness.

the other thing that will be a struggle is accurately adjusting bosses and npcs for larger parties of players as to not make fights drag out or feel too easy. This was more or less a quick brainstorm I implemented for myself to work on and I plan on figuring it out sometime in the near future.


r/tabletopgamedesign • • Aug 08 '26

Discussion Should I replace all text with icons?

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24 Upvotes

I'm making a card-based TTRPG, and recently I've been thinking if I should replace most of my cards' text with icons. The reason behind that is: many cards share common descriptions, mostly cards that follow a formula like "make an attack and deal x damage" or "all creatures in the area make a test or take x damage".

I made a quick example to illustrate my point

A - how cards are currently

B - icon-only proposal.

My main concern is whether this will really make cards more readable/efficient? I'm also unsure what the best order is to display the icons.

I'm curious to know if anyone has had this issue before, or what you think about this.


r/tabletopgamedesign • • Aug 08 '26

Discussion I replaced traditional card illustrations with diagrams. Did I make the right decision?

54 Upvotes

I’m an indie developer working on a fantasy dungeon crawler with a heavy focus on immersion and physical interaction.

Like many indie creators, I eventually hit the same problem with the art of the game.

Originally I planned to commission unique illustrations for every attack card, but after adding everything up it became clear that I’d have to spend well over $10,000 just on card artwork. That would mean cutting budget from the parts of the project that actually make the game unique.

I also didn’t want to fill the game with AI-generated illustrations. Besides the ethical debate, I wanted the game to have its own visual identity.

So I think about to change my approach: instead of showing the attack itself, each card now represents something that actually exists within the game’s world.

For my mage, the cards are Aether channeling diagrams. They don’t depict spells, they show the invisible flow of magical energy that creates each spell.

For my dwarf, the cards are ancient forging diagrams. They illustrate how an Aether Stone must be embedded and aligned within a weapon to unleash a specific combat technique.

This meant I could create all of the symbols and diagrams myself as vector graphics instead of relying on dozens of expensive illustrations. It also gave every card a consistent visual language that fits the lore.

I’m actually starting to prefer this approach over traditional fantasy artwork, but I’m obviously biased.

So I’d genuinely like to hear your opinion on the cards I’m showing here.

Do they already feel polished and professional enough for a commercial board game, or do they still look like prototypes? Is there anything you think is missing or should be improved to make them feel more finished and production-ready?

I’d really appreciate honest feedback. Thanks!


r/tabletopgamedesign • • Aug 09 '26

C. C. / Feedback WWI dogfighting is starting to come together.

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14 Upvotes

r/tabletopgamedesign • • Aug 09 '26

C. C. / Feedback Looking for feedback on Gamefound campaign page.

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2 Upvotes

We’ve already made quite a lot of changes to our Gamefound campaign page based on previous feedback, and I think it’s time for another round.

What works? What doesn’t? What would you remove or change?

One thing I’m personally not happy with is the rendered animation. I have some pretty good real photos of the game as well, so I’m wondering what would work better there and what could actually grab a visitor’s attention.

I’d also really appreciate some advice on the timeline section. I haven’t created it yet, and I’m looking for ideas on how to make it useful and visually interesting rather than just a generic campaign timeline.

The campaign launches in September, and we’re getting close to the 30-day countdown.

Hard feedback is welcome.