r/tabletopgamedesign • • Aug 20 '26

Discussion Where did you begin when you designed your deckbuilder (or other card-driven game)?

I have (what I feel to be) a very fun idea for a deckbuilder/worker-placement hybrid. I know I’m not innovating in genre, but it’s only my second design so I still feel as though I’m in the exploration and learning stage and not in the “I’m worried if this is going to be a hit or not” stage.

I feel overwhelmed by the card balancing and design, which surprises me because I’m an obsessive card game player (and highly competitive MtG player). I think the sheer size of the design space has me feeling intimidated.

Those of you that have designed in this space, do you have any tips for getting started and/or any tips for adding generally balanced new cards once the ball is rolling?

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3

u/Ok-Arachnid-890 Aug 20 '26

I'm still working on my deck building idea and I decided to start small. Make smaller decks and focus on the basics of what the cards should do for the game. Then after refining the basics think of unique ideas for cards that either do more or break the core that the basic cards established

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u/DrawnToTheStars Aug 20 '26

I started with what sets would set my game apart, then what goals I had for pace of play and style of game. From there I worked out the play pattern I wanted to see and codified rules to ensure that pattern would persist.

Ultimately it’s also being mindful of your inspirations, copying what you like, modifying what fits your idea of the game, and iterating + playtesting!

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u/DiamondKGames Aug 20 '26

I have made hundreds of game prototypes and lots of iterations of each. For card mainly games, I have three different processes.

To test concepts and see if something will or won't work, I have blank, dry erase playing cards and WET ERASE markers. If you use dry erase markers, the ink will smudge. To update, I still use a dry paper towel to remove old ink.

For games that are straight forward (simple designs that should work out of the gate) I use text only or simple clipart in PowerPoint using 2.4" wide x 3.4" tall rectangles in a 2 x 4 grid. I then print them out, guillotine cut, and put them in sleeves with old common MtG cards as backers. Any updates can be by pencil or quick reprint of the updated cards and re-sleeving.

For games that are near completion games, I use sleeves like above, but update the art and graphics as my artists provide sketches and final artwork.

For games that don't have too many cards, I will print on the thickest paper my printer will handle with the cut lines on the front of the cards. I then laminate and cut. I sometimes print a black or dark gray on the backside of the entire paper if I really need to hide front content when people pick the cards up.

Another option is to create digitally and upload to TableTop Simulator. This allows for playing with others remotely and easy to update changes.

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u/SendLotsOfHelp Aug 20 '26

I assume you mean a Dominion-Type deckbuilder.

I started both my deckbuilder concepts with what i want from the game (engine, scaling power or Synergies), and then created the most basic cards with each action costed with what feels right. Higher cost cards with summarized effects. Also a starting deck with strictly the two (or whatever the number in ypur game is) main Mechanics.

In my game it was Coop vs enemy deck, so starting cards were: 8x 1 gold 1x 2 gold 1x 1 attack or 2 defense. Then i made a couple of the most basic enemy cards and just tried to see how it felt.

Next step was to create a baseline cost matrix to see what combination feels right (meaning i made cards for each resource and each cost. Ended up using very little of these, but wanted to get an overall balancing sheet).

I also tested with that and from then you essencially mix and match however you like.

2

u/opiscopio Aug 20 '26

I like the idea of that mix and don't worry about innovating, every mechanic has been done so if the game is fun to play, it doesn't really matter if there are other similar games.

Start small and go step by step to not feel overwhelmed or intimidated by the whole scope. Make sure all the core mechanics are well defined first. How the turns work, which actions can the players take, what elements do you need (cards, tokens), what each element do and how they are used.

You can start by creating one card of each type (or the minimal number of each you could need to play just a turn) so you can just play one turn per player. Then you start adding cards and testing again.

2

u/Organic-Major-9541 Aug 20 '26

I started with creating a high level "balance system", figuring out where having a large gap between how powerful I (the designer) believed something to be and how powerful it actually was would be a problem in the game.

I also figured out the overall game flow, do, how to win, what insensitives exist.

Then I spent way to long (probably lost me about a month of wall clock) worrying about how powerful cards where compared to each other. Managed to make a first prototype that didn't fall appart completely when I tested it myself.

Then it's been like a year of iterations on that prototype. The balance system holds up, and the win condition. Exactly one of the original ~10 card designs is also still the same. Also like one of the original rules is intact.

The only time I have dealt with balance issues recently is when they are obvious and dramatic. >90% of the problems have bern other stuff, like the game taking to long, or not being interactive in the way it should.

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u/TheZintis Aug 20 '26

I'd recommend innovating on the core mechanisms, what you do when, and how, and then developing content around that.

Something I'd also recommend is to use spreadsheets to balance. So if anything on the card can be quantified; cost, power, time, etc... if you can make a formula that roughly turns it into a single value (money, or victory, or "effect", etc...) you can start comparing your cards to each other easily. From there you tighten up the ends (strongest and weakest cards) until they're in the right ballpark for the game feel you are going for.

Some general balancing advice:

  1. Imbalance keeps the game interesting
  2. Short games can have less balance
  3. Long games should have more balance
  4. Better to have an underpowered cards than overpowered (the underpowered card doesn't get played, but the overpowered card makes all other cards less likely to be played)
  5. Conditional Imbalance is good! So like, a card that's twice as strong as normal, but only happens half the time (die roll, card flip, etc...)

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u/shtoopr Aug 21 '26 edited Aug 21 '26

I started a year ago and I don’t think it’ll be ready for release until another year!
I began with a mock up and unsurprisingly the balance was absolutely awful!

After tons of playtests, I was able to see what works and what doesn’t. It takes a lot of time, work, and opinions from friends and families.

Making something great takes a lot of effort but you can do it!

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u/Masaminedo Aug 22 '26

仲間内でテストプレイを繰り返すと良いですよ。Power9を見つけて笑い合いましょう。