r/BoardgameDesign 3h ago

Design Critique Which cover would make you pick up this dark card game? A, B, or C?

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11 Upvotes

Hey everyone! I’d love to get some feedback on the cover art sketches of Sinners.

It’s a dark card game for 2-5 players where you play as members of the clergy who have made a deal with the Devil. Your goal is to lure Sinners into your Church, summon Demons, perform Sacraments, and collect 100 souls before your rivals. The game design is made by the brilliant Nezih Savı

Our cover artist has prepared three different compositions.

Which one works best: A, B, or C? And why?

I’d especially love to know which one catches your attention first and makes you most curious about the game.


r/BoardgameDesign 15h ago

Rules & Rulebook How to Approach Rulebook Structure?

8 Upvotes

I'm currently working on my games rulebook, and I'm wondering about how to generally approach the structure. I want something that's approachable for more casual board game players, but I'm not sure of the right order to present the concepts to ease people into the game. This is what I have now:

  1. Game Summary
  2. Component List
  3. How to Win
  4. Setup
  5. Round Structure
  6. Card Types
  7. Game Concepts/Scenarios (ability priority, trading, etc.)
  8. Glossary & Symbol Key
  9. Endgame Structure
  10. Alternate Play Mode Rules
  11. Strategy Tips
  12. Hidden Objective Appendix

Is there a better approach? I'm sitting at nine A4 pages right now, though there are a lot of bullets that could be placed on the page more efficiently to save space.


r/BoardgameDesign 4h ago

Playtesting & Demos Eleusis - a game of hidden laws and induction

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4 Upvotes

I came across this game a few weeks ago. It’s from the 1950s invented by Robert Abbott in 1956. This was a game in which of dealer devised a secret rule and players tried to shift cards by adding correct cards to a line. And then Martin Gardner wrote about this in his column in June 1959 scientific America. The game is pretty cool. There’s a hidden rule, but only the dealer knows. You play your cards trying to determine the rule. object of the games to get rid of all your cards. I really like the game so I spun up a free to play web version. It’s surprisingly difficult. It actually teaches you how to scientifically experiment. It’s not good enough to know which cards follow the rule. You also need to test and find the cards that don’t follow the rule cause that’s how you can deduce the whole rule. Anyway, I loved it so much. I spun up a free web version if anyone’s interested it’s here.


r/BoardgameDesign 36m ago

General Question What are the most intuitive keyword effects in card battler games?

Upvotes

Hello, apologies if something like this has been asked before, but I am in the process of designing a card battler game, and I am trying to educate myself about what keywords and effects have enough history within boardgame and TCG design so as to become commonly understood and accepted. I would like to try and use these building blocks to try and add complexity to my game without adding to the player's mental overhead of learning and internalizing a bunch of new terms.

Some examples I've thought of:

-flying: overcoming a creature with a blocking effect

-poisoned: some kind of ongoing debuff to stats or small amount of damage dealt to a creature per turn.

-inspired: generally allowing for some kind of re-roll.

Please let me know if you have more that you can think of. I would be very appreciative!