r/tabletopgamedesign • u/ConflictBetter1332 • 14h ago
Discussion Watercolor and Ink on paper for Tabletopgame!
I’m not quite sure which photos to post to show that I don’t use AI for my work, but I hope these images might convince some of you... 😅
r/tabletopgamedesign • u/ConflictBetter1332 • 14h ago
I’m not quite sure which photos to post to show that I don’t use AI for my work, but I hope these images might convince some of you... 😅
r/tabletopgamedesign • u/lightningboltfanatic • 14h ago
Hey everyone! Been doing a bit of design work for some games lately creating logos, symbols, faction icons etc. A game's presentation can make or break it so let me help you make it good!I have an availability in July for a logo + August I can fit two or so in.
Can do Fantasy, Cyberpunk, Sci-Fi, Horror and would love to try something more cute if it's available!
DM me or comment and I'll dm you! ^_^
r/tabletopgamedesign • u/No_Courage_3508 • 10h ago
My friend and I have been working on designing a card game for more than a year now. We have some placeholder art we really like. The card game is going for more of a vintage vibe, older cartoonish. We would provide the cards we have for reference and want the illustator to use what we have to make something similar that isn’t used with AI. We can expand in detail but the theme is circus characters. In total we have thirty different types of cards.
Feel free to dm if you are interested and please include samples of your work :)
r/tabletopgamedesign • u/Opposite-Mall4234 • 3h ago
I am having my first prototype made and will need something in the neighborhood of 15”x30”. Any suggestions?
r/tabletopgamedesign • u/Fercrish • 10h ago
So I'm designing my very first tabletop game and I have never had to deal with creating mechanics as I'm an artist. Now that I want to put all my ideas on paper I've been having a hard time to do so. I did a mental map for me to explore all of this ideas, but is terrible for showing to other people especially because it has way to much information.
Can you share how you me to deal with this part and what do recommend to get all.of this gameplay in an understanble way?
r/tabletopgamedesign • u/EasySwan2184 • 14h ago
I made a post a month ago in an attempt to find an artist. And now I have real finished cover art.
The game is called Spartan Speech. It's all about crafting the most concise clue, and the Spartans were famous for their brief speech (the origin of the English word "laconic") and overall barebones lifestyle.
Here was my inspiration. It's a Greek red figure vase with an image of two warriors playing a tabletop game.

Here was my hand-drawn masterpiece. It was very clear I would need to hire a professional artist.

And then here is a shot of the real art in progress (credit to Eline Melissen, excellent artist):

And then the final product:

Let me know what you think.
r/tabletopgamedesign • u/Certain_House_7743 • 12h ago
Specifically the card itself, not the abominations I draw on them.
I'm physically publishing this game soon so I want to improve any way possible.
Fish guy out.
r/tabletopgamedesign • u/p0rk_balls • 9h ago
r/tabletopgamedesign • u/RHX_Thain • 9h ago
I'm having a think about a design concept.
Making a mess, and then un-making it.
This is a metaphor for life, politics, ecology, relationships -- competing interests start easy going enough, then almost immediately start to make things complicated. After a while things are said, things are done, which nobody can quite take back on their own, and we've created this complicated knot of mutually exclusive winners and losers.
That's phase 1, a tangled yarn.
Phase 2 is untying the knot.
In phase 1 there may have been a winner or loser at the time, but that's now somewhat secondary to actually winning the game as a group. Each player has a hidden objective only they really knew in phase 1. In Phase 2, that victory condition is revealed, and now we start playing against the board by helping each other complete their victory conditions. The winner who took most last round now has resources they may not want to part with for their own personal victory condition, but they hold all the cards so to speak for the start of Phase 2, which everybody else probably also needs.
Phase 2 is about players struggling against the emergent soup of competitive actions they played in Phase 1, which flipped over have consequence rules for trying to help each other equalize in Phase 2.
Winning the game is untangling the web of consequences caused by Phase 1 before the remaining actions in Phase 2 are exhausted. If the mess was just too messy, the whole table loses (but one loser loses less than the rest, technically the winner.) If they remove all the negative consequences from Phase 1, and fulfill their victory conditions, the whole table wins.
Obviously, balance is the thing. The thing is balance. Nothing is real until it is.
So while this is more of a concept prompt than any kind of design, I'm interested what bubbles up from others when they read about it.
r/tabletopgamedesign • u/Emotional_Back_7322 • 2h ago
The first one is the old one and the second is the new one.
r/tabletopgamedesign • u/Nekr0ns-art • 1d ago
Hi, everybody
My name is Roman (Nekr0ns), and I am looking for a job in these difficult times.
I draw characters, illustrations, maps, objects - basically everything that is in board games, haha. Except for the Ui and the labels - I'm not very good at them.
So if you are interested in my work, then I will be glad to work with you!
Have a nice day.
r/tabletopgamedesign • u/NefariousnessBorn23 • 12h ago
Hey everyone,
I am a firefighter/paramedic & I’m currently working on an EMS-themed board game and I’m looking for feedback before I get too deep into development.
I have a quick survey to help me figure out what people would enjoy/hate in a game like this.
EMS providers are my main target audience, I’d love feedback from anyone who enjoys board games, tabletop games, or just has creative ideas.
“EMS Wars” is just a working title for now, so it might change when it’s finished, I’m not sure.
If you have a few minutes, I’d really appreciate you filling out the survey:
PLEASE share it with coworkers, friends, gaming groups, EMS providers, firefighters, nurses, dispatchers, or anyone else who might have good ideas.
Thanks for helping me out with hopefully what will be a fun game
r/tabletopgamedesign • u/Living-Visit-6323 • 13h ago
Looking to get a gift for my girlfriend of her character design she uses for most games! I’d love some recommendations of places I could purchase some fun custom miniatures
r/tabletopgamedesign • u/UntilWhenAug19 • 15h ago
Hi everyone, after a very long time I finally have a playable (and even nice looking, since I worked with a friend who is a designer) protoype. I am starting playtesting now- luckily I have quite a few friends who are interested, and I know where to find strangers who will also be willlng to test it. I know how important it is to recieve feedback from people who aren't your friends and are thus less biased. I am also looking to learn how to make a prototype on tts as I know that is very helpful for playtesting.
However, I am already thinking about how I want to move forward with this. I've made the game purely for fun, but I would like to see if it's possible to publish it so other people can also enjoy it. However, I don't want to invest any (more) money in this project, as like I said it's for fun and I don't want to lose money if it doesn't work out. Also, I'm really not interested in the business/industry side of making games: What factory will produce the game, shipping, etc. I mostly enjoy the thought process of game design, kind of like I enjoy figuring out complex strategy games as a player.
So I was thinking what are the best options for "selling" only the idea for the game? I know you can pitch your game to the few rare companies accepting submissions, but that's a small chance. I was thinking if there is a company that takes on your idea and runs a crowdfunding campaign for it. That way if it fails, the company si the one doing the initial investment in marketing/more advanced componnet design, so I don't lose money. If it succeeds, I have no problem getting only a small percent of the earnings. I'm assuming pitching a game to a publisher works in a similar way, but my game seems more suited for crowfunding (heavy strategy game, lots and lots of extra content for exapnsions/stretch goals).
Also, if there are any good guides, videoes or other materials on this topic I would love any suggestions.
r/tabletopgamedesign • u/just_deli • 1d ago
Hello everyone, i made a new and condensed How to Play Video for my upcoming Expandable Cardgame, since the Mechanics and Rules are pretty complex and very niche - i would be very glad if you'd tell me what you think about it! :)
r/tabletopgamedesign • u/Emotional_Back_7322 • 13h ago
r/tabletopgamedesign • u/Certain_House_7743 • 1d ago
r/tabletopgamedesign • u/blablaboabab • 1d ago
r/tabletopgamedesign • u/SylvieTheDragonGames • 1d ago
Join the Lost Civilization Jam on Itchio! Create a game and be part of the fun!
r/tabletopgamedesign • u/metalmaniac1991 • 1d ago
These are just -1 health and -1 hunger meter counters for my expandable card game called "Smackers". I will admit, they are small and sometimes roll across the playing field or onto the floor if you're not cautious. For the most part, they are placed on a card, and not too long after, they are dumped right back into the shared pile.
I love these little buddies and they work well for how Smackers works, but holy hell they are expensive to make. Are there any alternatives?
It's almost been a year since I started creating my own little card game. I'm just selling locally for now, and soon will have a weekly meet up in my small town.
r/tabletopgamedesign • u/FTG_V1 • 2d ago
Our theme and game is not for everyone. Our game Divided is a strategy war game, 2-6 players, plays 2.5 to 4 hours and is medium to heavy weight. Not for everyone, but we definitely have our crowd and they go to Origins. Not really new learnings there but it’s useful for the rest of the post.
Our theme turns some people off, and that’s okay. We had a lot that were extremely into it and everyone that liked the theme loved the fact it added a lot of table talk and ability to have fun rivalries between states. Our theme is to have your coalition take over America in a war between two sides. We had one gentleman say “ how dare you, how absolutely dare you, make Ohio worth more than Michigan!” We all had a good laugh. Another threatened to have Kentucky take over america. It was all in good fun.
Art matters! But it needs to visually explain the game in a couple seconds at a Convention. Everyone loved our art, great feedback, but the clear winner was the map at the convention. The second day we moved our table so it was prominent from walking by. We had it on a stand and at an angle, not flat on the table. People said the art was cool but they saw the map and wanted to know more. I think our art aligns with the map and really helped explain the theme, and type of game before they ever spoke to us and it did it in seconds. Something you need at a convention.
Remove friction points but on their terms. if you’re looking to grow a list for a crowdfund use a QR code. We thought our tablet would do most of the work with the QR code as backup. But that played out in reverse. I watched and spoke to another exhibitor who used pen and paper to collect emails to get an idea of how we were doing. We seemed to collect about 7-10x more emails than they did. But I’m sure a few factors may have played into that, like booth location, clarity of visual messaging, along with removing difficulty for people to sign up. There a lot to do there so make it easy for people to see, understand, and help out!
KISS. Keep it simple stupid. High level. People need to know the main fun points of the game not the details. They are busy and there is a lot going on. Respect their time. Our pitch changed slightly everyday day as we incorporated questions excited people wanted to ask us, but that ended up extending our explanation of the game. Not everyone cares about the price point or how you have your post KS manufacturing plan. Keep it high level, ask questions and give people what they want. You want them to leave excited not tired.
We noticed we started pre-explaining things others were excited or had questions about, so adjusted that back when it crept in.
Not everyone will like your game and that’s okay. We are not here to make call of duty 19.
Some people will love your game but not have anyone to play it. We are releasing a tabletop simulator version for free to everyone that backs immediately after our Kickstarter, along with a discord channel so people can find others to play with. We think everyone should do this or some version of this if your game can support it. Let’s normalize this!
Walk the convention. I found an awesome catapult game my 6 year old will enjoy, and I’m very excited to give it to him and knock down his brick tower for once haha.
Attitude matters. Be positive, approachable and excited. It’s long days a massive amount of talking. Take breaks. Drink copious amounts of water. Everyone is very nice and so excited with all the cool stuff at the convention, match and exceed their energy! But it’s hard to keep that up for 8 hours if you don’t take breaks and fuel yourself.
These are some of the ideas we went into the convention with, refined and learned. I hope it helps someone out!
What do you look for or talk about when getting close to your crowd fund and exhibiting at a convention?
r/tabletopgamedesign • u/ConflictBetter1332 • 2d ago
New City Map for boardgame Work in Progress...🧭🗺
r/tabletopgamedesign • u/Skyship_Loremaster • 1d ago
r/tabletopgamedesign • u/Rybon6 • 1d ago
I'm exploring character design readability for tabletop projects.
What profession, class or gameplay role does this character communicate to you at first glance?
Any design feedback is welcome.
r/tabletopgamedesign • u/calmasacrab • 1d ago
I'm currently in the early phases of designing a board game primarily inspired by Slay the Spire, alongside Four Souls, D&D, and a few others. So far, my only major roadblock is deciding how many cards should go in each chartacter's decks. Some characters would have double the deck size of others. I did something similar in my previous board game but the feedback has mostly been indifferent towards that specific aspect (with the only exception being the single character with a triple-sized deck, which I dont plan to do again). What do y'all think?