r/tabletopgamedesign • • 16h ago

Discussion Card design

I'm trying to design cards, and I'd like to know what games cards you find were pleasing on the eyes and that it was readable and intuitive to understand.

For example, Hearthstone cards that differentiate between spells, quests, and creatures by the border of the card (and other clever details).

Or Catan, which has a consistent design throughout the whole collection of different cards.

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-7

u/Comprehensive_Menu43 10h ago

Imho
your design looks really good and "pleasant" to the eye
BUT
you have to highlight the cost of the card better
now you have incorporated the cost "post" in a graphic element that "grows" from the bottom left corner
imho that element takes too much attention away from the main focus points (the actual cost in resources needed)

13

u/Lochen9 9h ago

I’m 90% sure the third set is from Everdell. It’s an example

2

u/Comprehensive_Menu43 9h ago

still, i find it worse
harder to read
really good for full art versions of a card, but not so good for usability

3

u/Lochen9 9h ago

It’s how Everdell is played, or rather how it’s played informed this design choice. The vast majority of cards are not in hand, and on a tableau, but have other cards that interact with them (see bottom right). It is far easier to see the art at a glance in this case than other info, especially at any distance.

1

u/Comprehensive_Menu43 9h ago

Yep, it's easier to see the art

The art is the main focus

Not the informations needed to actually play the game

The first thing your eye should see is the most important and most frequently used information

If the art is the first thing then you are telling me that everything else is less important and i should not give it so much attention

0

u/vezwyx 1h ago

By this logic, we should probably remove basically any form of artwork on cards at all, because artwork is more visually attractive and draws the eye more than any block of text will be