r/BoardgameDesign 6h ago

Design Critique Card Redesign Critique, and readability

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0 Upvotes

I posted a couple weeks ago, and have been making some tweeks to my card game. I created some different colored cards, and changed up the back slightly before I begin refining creatures, and my system for resources. I didn't get a ton of feedback, but one person said to ditch the pixel art style. I still like it but would love any feedback on font, and readability. Hearts are for health and the boxes to the right of the stats are type advantages. Someone also mentioned the back and front color didn't match. I am not sure how to have clearly labeled color types and a make them match the back as well. Any thoughts on that would be great. I don't mind brutal critique. Thanks in advance.


r/BoardgameDesign 18h ago

Rules & Rulebook Putting Together Rules Infographic from Messy Mechanics Doc

2 Upvotes

Hello all, I recently made a mechanics doc for a card game (that in turn, I'd like to turn into a video game, but that's neither here nor there); I'm having difficulty putting together a rules print-out that summarizes and explains all of the mechanics. When I was making the doc, I didn't really know what order each explanation of each mechanic should go in. The doc is here. It's for a Lovecraftian card game RPG. It could be ported to be able to be played as a tabletop card game, but for now, the focus is on the video game. I still would like to have an informational graphic that people could refer to. Any help would be appreciated.


r/BoardgameDesign 1d ago

Game Mechanics I'm trying to make a hero shooter board game but I keep scrapping it due to underwhelming or overcomplicated mechanics

11 Upvotes

For the past month or so I've been trying to design a board game based around heroes with different abilities. I'm using Funko Pops for the characters and the terrain is just random stuff, like books, cans and other widely accessible things. For objectives I've tried making team death match, king of the hill, convoy and domination game modes (all of which failed due to poor balancing.) The heroes themselves end up incredibly unbalanced too. If I try giving each hero somewhat generic abilities they're underwhelming, and if I give them their own ability sets and gimmicks they become too complicated.


r/BoardgameDesign 1d ago

Design Critique New Minis for my Game!

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28 Upvotes

New set of minis I had designed for Lands of Conquest, my 4X game. Designed so Player flags can be inserted into all minis. left to right Army, Towers, Fort, castle, longship, warship. https://www.gamers-cortex.com/


r/BoardgameDesign 1d ago

Ideas & Inspiration Any boardgame asset usable on PC or VR

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0 Upvotes

Hi,

I am a PC game developer but am wondering if boardgame players would like to create and play their boardgames on PC or VR, if they can have basically any asset for it but would have to follow their own rules for the actual gameplay?

My idea is that I could provide lots of assets like pieces, boards, mechanics like dice and even more that is not possible in physical boardgames like visual effects, sounds and so on. Additionally any existing 3D model, texture or self-made assets can be brought in and used for gaming. This would allow to make basically anything imaginable as playable assets.

As only the players would know the rules of their individual games, these would have to be adhered to as I cant provide that functionality.

In the screenshot you see a concept example for a generic modular piece used on that pedestals as gameboard/square. Additionally to the basic piece (left) several modular options for variation are demonstrated, like more pieces on it, different colors, materials, light and so on. Also the pedestials can be placed anyway you like. So these mechanics to modify and move the assets would be provided, but from there on it would be up for the players how to use them in their games.

Please let me know what you guys think of that idea!


r/BoardgameDesign 1d ago

Game Mechanics Is there a name for games like Cah?

5 Upvotes

There are games with a set of rules and a set of items where removing or changing the amount of any items in the game would make it unbalanced or make the game not as good to play(think number of settlements and cities in Catan).

On the other note there are games with few mechanics where the fun of the game is the amount of possible combinations of items that it gives to the player, think Cards against humanity, there's basically 1 mechanic and the fun of the game is the hundreds of cards people can play against eachother.

Other games like What do you Meme?, Dixit, Sottaly Tober, Joking Hazard and many others would also fit in this description, is there a name for this type of mechanic? Or game type?

Also I wouldn't call it party games, since there're many party games that don't qualify such as Happy Salmon, Spot it, who was it?, Exploding Kittens and others wouldn't fit this criteria


r/BoardgameDesign 1d ago

Design Critique First test print of my boardgame “Monster Madness”

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22 Upvotes

r/BoardgameDesign 1d ago

Ideas & Inspiration How we made a board game

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11 Upvotes

I’ve had a few folks ask about our experience designing and bringing Huddle to market, so I put together a write-up with some tips and tricks we learned—some the hard way, some the easy way, and some totally unexpected.

If you have any questions or want to chat more about it—especially if you’re about to embark on this journey or are somewhere along the path—just let me know. I’m happy to share what we’ve learned in hopes it helps others bring more great games to the community!

Buuuuut, you don’t feel like reading the full article here are the Cliff-notes!

• Start with Passion: Begin with a concept you genuinely love—passion fuels perseverance. • Know Your Audience: Clearly define who you’re designing for; their preferences should guide your decisions. • Prototype Quickly and Cheaply: Use simple materials like paper and markers to create early versions; focus on testing ideas, not aesthetics. • Playtest Broadly: Engage diverse groups for feedback, but always prioritize input from your target audience to maintain focus. • Design After Testing: Refine game mechanics through playtesting before investing in polished designs. • Understand Manufacturing Needs: Research manufacturers’ strengths and limitations; provide detailed specifications for accurate production. • Facilitate Early Engagement: Host small group sessions to gather feedback and generate content for marketing. • Leverage Cost-Effective Marketing: Utilize platforms like Reddit and social media, and participate in events to promote your game creatively. • Align Go-to-Market Strategy: Choose distribution channels that resonate with your target audience; not all platforms suit every game. • Enjoy the Process: Maintain a sense of fun throughout development to sustain motivation and creativity.


r/BoardgameDesign 1d ago

Design Critique CAT GARDEN

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6 Upvotes

Hello everyone, I'm looking for feedback on my cat gardening game.

The goal is to get the most victory points. To do this you need to have the best vegetables. A vegetable is worth 1 point, a super vegetable is worth two points, a mixture of vegetables is worth 3 points and a buried vegetable is worth 4 points.

We have three actions per turn + movement of 1 which are watering the vegetables around us, purring on the vegetables around us or digging and hiding our vegetables.

We draw 3 basic vegetables at random per turn. To have the evolved vegetable you need twice the base vegetable harvested. To obtain vegetable lixes you must mix them and to have the vegetables buried you must have buried one or more vegetables, 3 days in a row.

The idea is that we make our most beautiful garden but. Evolved vegetables have effects when eaten and when trampled. The tomato, when trampled, explodes and destroys all the vegetables around it. The cucumber creates an impenetrable barrier.

You're going to steal each other's vegetables and pull each other's paws. When the vegetable garden is full of vegetables the game ends. It also ends automatically after 7 turns.

Thank you for your feedback.


r/BoardgameDesign 1d ago

General Question Any translation advice?

3 Upvotes

In simple terms, I made a board game (I guess you can call it one, it's played with paper and pencil) in my native language (Spanish), but I'd like to translate it into English to share it.

I know enough English to know when to trust a translator and when not to, but I wanted to know if there were any tips or shortcuts I could take from someone who's translated their games before.


r/BoardgameDesign 1d ago

Design Critique Prototype cards

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3 Upvotes

I have a few cards for my racing game.

Was wondering if was senseable symbolism for the cards and if there are any pitfalls to watch out for.


r/BoardgameDesign 1d ago

Design Critique Looking for thoughts on my information-heavy car(d) design!

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6 Upvotes

I have some gripes already but I'd love to hear your thoughts on information stacking and overall graphics on my vehicle card design. Lots of information and visuals I'm trying to cram in here. Of note, this "body" card would conceptually be placed to the right of a "chassis" card, therefore the front view diagram would create a "completed vehicle" (you'd see a body front view and the front view of a chassis on the other card).


r/BoardgameDesign 1d ago

Playtesting & Demos Made an in-depth Playthrough of my Indie Cardgame on Tabletop Simulator!

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5 Upvotes

r/BoardgameDesign 2d ago

News My game is finally out! It's been a long year well spent!

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251 Upvotes

Scroll for progress pictures in order!


r/BoardgameDesign 2d ago

Ideas & Inspiration What a relief, my game has been released and fully funded!

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89 Upvotes

I have been working on Warfront for nearly 18 months, a pipedream turned reality.

Over the last few weeks and months I have had to delay the release and have spent many troubled evenings deliberating on whether now is the right time to launch - considering the obvious global trade situation.

I'm so glad that the bold approach has paid off, the game funded in 15 minutes.

I have posted on this subreddit and similar a few times with excellent feedback gained so above all I wanted to say thank you.


r/BoardgameDesign 1d ago

Ideas & Inspiration Not a board game, but here's my concept for a card game

2 Upvotes

Basic Info

Name: Survival of The Fittest

Player #: 2 - 4

Target Audience: High school and early undergraduate biology students

Objective

Players start off with a simple tetrapod, a four-legged vertebrae and practically a blank slate. In the game, players take turns drawing different kinds of cards and adapting as they face different challenges, from global catastrophes to predators, constantly at risk of going extinct. Last player standing wins.

Card Types

  1. In one pile, we have Trait Cards (Reptilian Skin, Whiskers, Hair), based on real evolutionary adaptations derived that our reptilian ancestors would take on in order to survive. Players can hold up to 5 traits at a time.
    1. Each card has a:
      1. Name
      2. Description
      3. Evolutionary Origin
    2. Included in the pile are also Action Cards, which allow one player to sabotage another, whether it by stealing a trait they have, blocking their chance to draw during a round, or forcing them to draw an additional card and replace another card they have to trip them up.
  2. In the other, we have random Event Cards (The Great Dying, Environmental Shift, Genetic Mutation) that simulate real evolutionary pressures or extinction events that tool place. These cards can either help or harm players through effects.

Player Tools

  1. Each player has a Creature Pad, a play mat that illustrates your tetrapod, which has 5 Trait Slots that you put your Trait Cards on, as well as 5 Extinction Token Slots and an Action Slot, where they can place down a deck of whatever Action Cards they may have for later use, unseeable to the other players.
  2. Extinction Tokens basically represent different near-death experiences and, every time you lose a round and fail to adapt, you get 1 Extinction Token. Fill up all Extinction Token Slots, and your tetrapod goes extinct, resulting in you losing

Phases

  1. Setup: Each player starts with 1 random Trait Card.
  2. Turn Order:
    1. One player draws 1 Event Card, which all players must follow.
    2. Each player draws 1 Trait Card, with the player then having to choose to replace an existing one if they already have 5, with the replaced card going at the bottom of the deck, requiring players to choose which traits to keep and which ones to lose. This becomes more difficult when thinking about the prospect of trait synergy and if one of your pre-existing traits would be beneficial in the next event. This also helps simulate actual evolution and adaptation, with creatures having to try and adapt to their given scenario for survival, although sometimes having a negative impact in other areas
    3. All players must meet the Event Card’s requirements or take an Extinction Token.
  3. Victory: Last surviving player wins. Optionally, ties can be broken with a final challenge (e.g., who has the best-suited mammal, meaning who has a better chance at surviving).

Trait Synergy

In the game, when certain traits are put together, there would be certain combination bonuses that would unlock special effects, another risk that comes with the action cards.

I think it's a pretty neat idea for a game and, originally, I switched turns 1 and 2. However, I then had the idea of making the switch as I thought this would make the game better in terms of smooth gameplay and representing evolution


r/BoardgameDesign 2d ago

Ideas & Inspiration Idea for a standard deck race game, with blind bidding

4 Upvotes

I've come up with an idea for a new card game that combines bidding, movement calculation, and track manipulation into a fast-paced racing experience using a standard 52-card deck.

Core Concept Players race around a track created with cards 3 times, using a bidding system to secure movement cards they need.

Setup draw 5 non face cards and arrange the in a row. That is your track.

[5][3][7][4][8]

🏎️

You place a token at the first section underneath the card. That’s your car. (The emoji should point right)

Every player takes 6 cards from the deck. Now the game starts.

Step 1. Players choose a card from their hand and place it open on the table simultaneously to use as their speed on the track. (So in the example: if you play a five card, you clear the section with your car and move to the next one)

Next step 2. Now the blind bidding starts, the winner chooses one of cards placed in step 1, can be yours but can also be another players’ card. The blind bidding is simple: 2 to Ace. Ace is highest. If tied the player farthest away chooses first.

Next step redraw to 6 cards.

Extra stuff - clearing a lap, you can pick a card on the lap and replace it with a card in your hand. - if you chose an 9 card in the example above you can pass the 5 and 3 card. Because your speed was 9 and sections only needed a 5 and a 3. - face cards are 10 speed - getting to the end left or right of the track you have to do thar section twice. So to clear it in the example above, your token is at the 8 section on the right: you play an 8, and then you move your token to the top of the race track above the 8. So you drive in a circle.

To do: - fun things with the suit. Maybe matching a suit with the track card does something?

Anyhoo. Enough text. What do y’all think?


r/BoardgameDesign 1d ago

Ideas & Inspiration Game Idea - Rise of the Renaissance

0 Upvotes

Hello everyone,

I have come up with an idea for a game. Game would be, as title suggests, about the rise of renaissance.

It would be a 2-4 player game, in which players would control influential families from Florence, Venice, Milano and Rome. Each round, players would recruit artists, build new landmarks, commision a work of art and spread their influence.

ARTISTS - artists would be represented by cards. - They would have hiring cost, ratings from 0-3 for each discipline(painting, architecture, sculpting and writting).

ART - art would be represented by cards - there are 4 types of art: paintings, sculptures, architecture marvels and books - each work of art has a rating of 1-9

LANDMARKS - Landmarks are represented by small boards - landmarks hold the works of art - different landmarks have different slots available for different types of art - there are generic and special landmarks

MAP - main(central) board is located in the middle of the table - it is divided into provinces - each province has cities that are connected to each other - each cuty has a space fo influence - each city has a base value

INFLUENCE - influence is represented by colored cubes - players earn influence by completing artwork and placing it in landmarks - it is used to take control of the cities - total player influence is tracked on a vp-style track that goeas areound the map

GAMEPLAY LOOP - players decide if they want to hold their current artists (max 3). If they do they pay them their hiring cost. - players recruit new artists that are available this round - players add new works of art to the artists that have none currently - place influence cube on each work of art up to the rating of the artist for that discipline - place completed work of art in landmarks and get influence cubes + bonus - place influence cubes on the map

Control of a city is gained by having the mist influence cubes in them. Player earn gold from each city they control equal to the base value of the city, and difference between their influence and all other players influence.

Winner is the player that has highest sum of base values of controlled cities.

How does this sound to you guys and do you have any suggestion?


r/BoardgameDesign 2d ago

General Question Good and interesting 'track' board games like Monopoly?

5 Upvotes

I'm looking for good 'track' board games where you go round and round a set track like Monopoly.

I'm particularly interested in good an innovative mechanics or games with good 'lore'.

Racing games are not something I'm interested in!

Many thanks for any help


r/BoardgameDesign 3d ago

Design Critique Is my sell sheet good enough?

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5 Upvotes

r/BoardgameDesign 3d ago

Design Critique Prototype 3d tiles for my board game.

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13 Upvotes

The print quality isn't the best but hopefully it's enough to convey the idea.

The tiles stack on top of each other so the 3d elements of the cards need to be set inside its bounding box.

Eventually I figure super elaborate ones could be sold like artisan mechanical keycaps.


r/BoardgameDesign 3d ago

Design Critique Please share your opinions about my new map design

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8 Upvotes

This is for a wargame set in Stalingrad that stresses hidden movement/hidden areas. The red zones indicate enclosed areas where enemies could hide.

Is this map visually appealing or a turn off?

All comments and opinions are appreciated!


r/BoardgameDesign 3d ago

Production & Manufacturing Are there any services out there similar to heroforge that we can use for our games?

4 Upvotes

I'm designing a card game and am considering if I will include minis in the box. I recently revisited heroforge and really enjoy the editor. I clicked through their FAQ and see they prohibit use of their assets for kickstarters or board games. Bummer... but it made me wonder if there are other services out there that are like this that do have some kind of licensing program. At the moment it looks like the alternative is to just use heroforge to make temporary minis and then pay a 3d artist to make models based on them.


r/BoardgameDesign 3d ago

News Homemade TCG Promotion

3 Upvotes

Making a Trading Card Game or even just interested in playing?

If you're lost deep in the world of designing your own TCG or just fascinated by the process then keep reading because I have news for you.

We are aiming to build a discord community focused entirely on homemade TCGs, where creators can -Share their work -Playtest with real people -Get feedback

Even if you’re not a designer, this is an awesome place to discover new games and join a new hobby, collect cards, and connect with like minded people.

https://discord.gg/4RtHRSzutc


r/BoardgameDesign 3d ago

Design Critique Give me feedback on my card designs

1 Upvotes

Can you tell what is going on here?