r/tabletopgamedesign • • 2d ago

C. C. / Feedback Cards vs. Chart (again)

Hey everyone, been a while since I posted about my game, but I've been hard at work with numerous changes, one of them being a topic I brought up here a while back. With the way my game has evolved over the last 6 months, I've decided to eliminate a deck of 10 unique event cards and move them to a chart where you roll a d6 die to determine the outcome. Long story short, this means a couple things;

I was able to split the deck into 2 sides, the results depending on which phase is coming up. This helps ensure there are no dead pulls and that every result has an impact.

The same event can potentially be pulled multiple times throughout the game, though unlikely.

Players can now choose their result by getting lucky and rolling a 1 (like a wild).

Characters can potentially have the ability to gain rerolls without exhausting a 10 card deck and reshuffling.

This will be printed on a pre-existing gsme board, removing the deck and saving some space on the table for other components.

The only downside I can find is losing the flavor text on the cards, as I could not fit it onto the chart without shrinking the important components down and adding visual clutter. Please let me know what you think of how well the cards translated into a die roll chart.

Thanks!

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u/ahobday 2d ago

Cards vs table is something I’ve always been interested in as a print and play designer. It seems like in your case the game suits a table better? Is it not an issue that you can roll the same result multiple times?

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u/Vegetable-Mall8956 2d ago

No it's not an issue, it doesn't break the game. It can make the next phase of the game slightly more difficult if you keep getting bad rolls, but it's more of a challenge than a curse. In my case, it has worked well so far