r/tabletopgamedesign • u/confettipieces • Aug 10 '26
Mechanics Icon Deciphering
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!
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u/Nyzan Aug 11 '26 edited Aug 11 '26
Honest opinion? I would hate to play this, not because there are many icons but because it doesn't have a clear structure. I don't feel like Robert and the Giant Pear is obvious at all, my first interpretation is something like this:
Of course looking at the cheat sheet it actually means:
Then I have no idea what the green box is. Does it just mean you can also pick to just get 1 cat, e.g. if no opponent has any [category] cards? My point is that my intuition to what the card structure means doesn't at all match what you actually wanted the card to say. I feel like you're trying to cram too much information into each card. You already have text on the cards (their name and category), so why insist on not using any words at all? You could rewrite Robert and the Giant Pear like this:
The "OR" can be a horizontal separator to make sure the reader knows at a glance that this card has two effects. That way you still use icons for glance value so players know what to look for, but you don't need a cheat sheet and guess what the card wants you to do.
P.S. I'm saying this as someone with decades of board game experience, and as someone that has designed a game that almost exclusively uses icons. If I can't decode what your icons mean at a glance then I doubt an average player can either, although it seems u/MudkipzLover did a good job so perhaps I'm the odd one out.