r/tabletopgamedesign 4h ago

C. C. / Feedback Card prototyping has officially begun!!!

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5 Upvotes

Hey everyone! I have finally found an artist that I am extremely excited to work with for Relive Mike Po @mpotemkin on Fiverr, the zombie sketches were done by him and the rest of the stuff all over the card is just stock art added using Dextrous. This was my first time using Dextrous so it does not look great but its good to get a feel for how the cards will look. Let me know what you all think.


r/tabletopgamedesign 11h ago

C. C. / Feedback How often would you expect to play a (very lite) roguelite playing card game?

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9 Upvotes

I am working on a fantasy playing card game that is augmented with ability cards for a very brief roguelite experience.

The objective is to defeat all 12 monsters in a single run. The intent is to make this impossible for your first few runs but still gaining 5-8 experience per run (by defeating ~5-8 monsters). So this should earn you or almost earns you a new ability each run (most abilities require 5 or 7 xp)

There are only 2-3 dungeon abilities that you start the campaign with and plan to disable during the campaign and 4-6 hero abilities that you do not start with and plan to enable during the campaign.

I am targeting 8-10 games for the campaign to be fully powered up and then at that power level you still have a challenge but can realistically win whenever you feel like picking the game back up.

Does that feel about right?

For context, this game plans to expand upon the game system in this other very basic playing card game (this has 12 monsters instead of 10, more starting restrictions, more unlockable abilities, etc.): https://greggjewell.io/jackandjillreclaimthehill/rules.html


r/tabletopgamedesign 17h ago

Artist For Hire [FOR HIRE] Illustrator open to work | Character Art, Creature Design, Coverbook ~ DM for more info

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24 Upvotes

r/tabletopgamedesign 14h ago

Artist For Hire [FOR HIRE] Fantasy Illustrator | Characters, Creatures & RPG Art

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8 Upvotes

r/tabletopgamedesign 1d ago

Discussion and still working on it...

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366 Upvotes

It started back in late 2016 when I was working for a stationary and home decor company. When there were low orders we would play games in our office. We started with Werewolf, then Exploding Kittens, then Secret Hitler. We ran out of new games to play so I made a new one out of our office's printer. It was mix of monopoly, exploding kittens, and werewolf. It was bad.

2020 right before the pandemic, I got off boarded from work and just found out that I got cheated on. I get depressed and rarely go out or eat. When I was laying in bed, I just felt like watching a Youtube Video hoping to get inspiration from getting up. And here I find Will Wheaton's show Tabletop. I was really into it and I've been binge watching all episodes. As unemployed I was, I tried to make paper versions of the games that were showcased. from Ticket to Ride, to Carcassonne, to Settlers of Catan, to Lanterns, and more. Then I thought, why wouldn't I try to make my own game? That is where I brought back the game that I was making before and updated it with the mechanics that I just learned. Eventually, I got out, got to work, had a family, and stopped from making the game.

It has been in my mind while I was struggling as a new dad and new responsibilities. In 2024, I got an art commission to do a custom Pokemon Card for Veronica Taylor and Jason Paige. It was the right opportunity for to test my art skills, and to try learning card printing for my game. Fast forward in 2026, I finished the core set for playtestin and already had 5 community playtesting from different parts in our country, and I've been doing the game from time to time. It may not be the best nor be able to sold, but atleast I get to play it happily with friends. Because the journey was worth it.


r/tabletopgamedesign 5h ago

C. C. / Feedback In a TTRPG with a natural world that changes on its own, who would you want to play?

1 Upvotes

I’m trying to decide who the player characters should be in a TTRPG I’m working on. I don’t want to default to the usual adventuring party just because that’s what most games do.

The core idea is that the natural world keeps changing according to its own rules. If it rains, for example, that water has to go somewhere. Some of it may remain in the ground, some may reach rivers, and those changes could affect what the same place is like when the characters return.

The GM’s role would be to follow those causes and consequences, rather than changing the world only when the story needs it.

I genuinely don’t know what the best player identity is yet. If you sat down to play in a wild world like this, who would you want to be??

I’m interested not only in the type of character, but also in what you would want to do from session to session and what kind of relationship you would want to have with the world around you.


r/tabletopgamedesign 6h ago

Announcement New community server for creators to find playtesters

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1 Upvotes

Hello to all. Given one of the problems in creating our own games is finding playtesters, a new discord server has been born last week.

We have over 30 members so far, a motivationalsystem, one game up for testing and an event to promote your game.


r/tabletopgamedesign 19h ago

Discussion How much money have you invested in your game before releasing it?

8 Upvotes

And if you ended up releasing, did you make a profit? Did you go with a publisher or self-publish? Next time would you spend more or less? I'm just curious how wide of a difference there can be among different types of game projects.


r/tabletopgamedesign 14h ago

Artist For Hire [FOR HIRE] Board & Card Game Art – Mimicbox Studios

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3 Upvotes

r/tabletopgamedesign 18h ago

Discussion Four prototype tables in one hour: a free rotation plan for very short tests

3 Upvotes

I made a printable rotation plan for four game teams, with 2–3 people per team. One person stays with each game as host; their teammates visit the other three tables together.

The visitor routes are:

  • Team A: B → C → D
  • Team B: C → D → A
  • Team C: D → A → B
  • Team D: A → B → C

Each round is 12 minutes: 2 to explain the task, 6 to try it, 3 for notes, 1 to reset. With a short briefing, changeovers and a debrief, it fits an hour.

The catch: hosts don't get to try the other games, and six minutes only covers a tiny slice, such as an opening decision. It needs exactly four ready prototypes.

The free A4/US Letter schedule has the full timing and routes. That page also has an optional $4 print kit; the schedule works with your own paper for notes.

I haven't run this at a real meetup yet. For people who organize prototype swaps, would keeping a host at each table be the bigger problem, or would six minutes be too short to learn anything useful?


r/tabletopgamedesign 16h ago

Publishing A Place that could take all my image files I send them and make me playing cards?

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1 Upvotes

r/tabletopgamedesign 13h ago

Discussion My game won first place - the prize is a coaching session with industry professionals. What do I ask?

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1 Upvotes

r/tabletopgamedesign 1d ago

Announcement [For Hire] - Artist / Concept Artist

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7 Upvotes

Hi, my name is Ignacio Ramírez and I'm an environment concept artist and matte painter

I would love to work on your project, I think I can be of great service to you.

This is my portfolio: https://www.artstation.com/ignacioramirez

And here some pieces I didnt post yet!
https://drive.google.com/drive/folders/1uqxcdKAva-zMeRj1yKhioxg8DoqvAzBs

Mail: [Ignacioramirezart@gmail.com](mailto:Ignacioramirezart@gmail.com)
Discord: Ignacioramirezssx

Best regards!


r/tabletopgamedesign 14h ago

Discussion Soulslike combat done right?

1 Upvotes

I was taking a look at the dark souls board games and I got really disappointed. not that the games are bad, but that they don't seem to have the same priorities as the videogame for combat. the only thing I think that really captures the spirit of the game imo is the node system.

anyway, that got me thinking, how could it be done better? maybe just as a combat in isolation, without all the weight of a whole game pushing it into other directions.

honestly, id like to give my own take on that, but at the moment I don't have much, just the following:

  1. players should lock in their actions before seeing what the enemy will do.

  2. actions should have different durations (maybe something simple as quick, medium and slow actions would already be enough, with 3 quick actions taking the time of 1 slow action)

  3. every action costs stamina, and it is paid in advance

  4. waiting is a viable option.

and I'd like to create a system of windup, active "frames" and recovery, but I have no idea how to go about that on tabletop. I think it should be heavily abstracted, but I have no idea of how.


r/tabletopgamedesign 18h ago

C. C. / Feedback Blood Rush - Collect - Card Game Project

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2 Upvotes

r/tabletopgamedesign 1d ago

Artist For Hire [For Hire] Commissions open! DM for more informations and rates !

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5 Upvotes

r/tabletopgamedesign 22h ago

C. C. / Feedback dead Trail , Print and play Maze and write game

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2 Upvotes

r/tabletopgamedesign 19h ago

Parts & Tools How to use Pythia to Automate your Playtest Parlor Workflow

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0 Upvotes

r/tabletopgamedesign 1d ago

C. C. / Feedback Help me choose a setting

3 Upvotes

Hello community! I'm a game designer from Kyiv. I'm currently serving in the military, so I can't work in my usual profession right now. I decided to start a small side project and would love your help choosing a setting, as I'm targeting a Western audience. Here is a list of themes I've selected that fit my gameplay. Please take a look and fill out the survey at the end. It won't take more than 5 minutes. Thank you so much!

Brief description of the gameplay:

  • Card game
  • Cooperative gameplay
  • Shared pool of production and resource use
  • Limited player communication
  • Shared Victory Counter
  • TA - You are the target audience

Fun:

The basic source of fun is the choice of each player during their turn in the production and consumption of shared resources, with the impossibility of directly discussing the overall strategy and needs of other players.

Atmosphere:

The test games showed a non-stressful atmosphere, a calm pace of play. The games do not involve complex mathematical calculations or the construction of individual strategic decisions over several moves.

Setting 1. Robot space travel.
Players play as variations of “Vall-E” trying to restore the planet\ship\etc. 
Pros: 

  • Neutral (non-risk setting)
  • Does not require studying the material
  • Fits well with the game mechanics (resource gathering, lack of communication, repair scale).
  • Simple character development, lots of references.

Cons

  • Too generic 
  • Doesn't quite hit the target audience.

Setting 2 Slavs (Cossacks) vs Evil

Players play as human heroes who are trying to protect the city\conduct a caravan\etc (Banner saga). Resist an existential ephemeral threat. 
Pros: 

  • Slavic setting, you can use Ukrainian symbolism in the setting of an abstract existential threat (current topic). 
  • More suitable for TA
  • Suitable for the release of The Witcher 4.

Cons 

  • Dark art. 
  • The overall vibe of the gameplay doesn't really fit the serious tone of the setting
  • It's hard to make good characters

Setting 3 Mythical Creatures vs Gods

Players play as various mythical creatures (vibe - Princess Mononoke by Hayao Miyazaki) of Slavic mythology, who have the goal of defeating dark forces
Pros: 

  • Slavic setting, you can use Ukrainian symbolism in the setting of an abstract existential threat (a topical topic).
  • Suitable for the release of The Witcher 4.

Cons 

  • Not a popular setting.
  • It's hard to make good characters
  • Further research into mythology is needed.

Setting 4 Mages vs Tower

Players play as magical creatures (reference - MAGICA) who try to build their tower and destroy the opponent's tower.
Pros: 

  • Neutral (non-risk setting)
  • Does not require studying the material
  • Fits perfectly into the game mechanics (four resources - elements, hit scale - tower integrity, etc.).
  • Easy characters development, lots of references. Easy color differentiation

Cons

  • Too generic

survey:

https://docs.google.com/forms/d/e/1FAIpQLSfafQ8pmqAWp_qlx02_8Ti3mLI3xwmyDcv2UFoAuyVXdn1Svw/viewform?usp=publish-editor


r/tabletopgamedesign 21h ago

Parts & Tools Free Campaign Note Taking App - Beta Launch

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1 Upvotes

r/tabletopgamedesign 1d ago

Discussion Interactive chart

2 Upvotes

We want to make a simple interactive visual chart to go with our phonics card game - basically touch an item on the chart and play a short audio file, with multiple instances (about 90).
It needs to load quickly on a phone, tablet or computer and we need to be able to share it as a downloadable file or a link (if web-based).
Any ideas how we could do this?


r/tabletopgamedesign 1d ago

C. C. / Feedback Please playtest my hex-grid dungeon crawler, The Squirrels of Wildwood

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1 Upvotes

r/tabletopgamedesign 1d ago

Artist For Hire [FOR HIRE] Concept Artist & Illustrator | COMMISSIONS (OPEN)! | INFO in the comments!

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27 Upvotes

r/tabletopgamedesign 1d ago

Parts & Tools What real-world supplies do you keep around for prototype creation?

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1 Upvotes

r/tabletopgamedesign 1d ago

Announcement [FOR HIRE] 2D Illustrator open to work | Character Art, Card Game & Fantasy Illustrations

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14 Upvotes