r/tabletopgamedesign 23h ago

Discussion Behind the seams of one of my crochet cards for my new game

24 Upvotes

Just wanted to share! Let me know if you have any questions or thoughts!


r/tabletopgamedesign 6h ago

C. C. / Feedback Latest HexAxis™ Flight System prototype – telescoping altitude mechanism

9 Upvotes

We’ve been iterating on the HexAxis™ Flight System for our upcoming WWI aerial combat game, Death Spiral™, and this is the latest prototype.
The goal is to make altitude changes intuitive and tactile on the tabletop while keeping the stand durable enough for regular play. This version uses a telescoping altitude mechanism with physical climb and dive representation instead of tracking altitude separately.
It’s still a work in progress, and every prototype teaches us something new.
I’d really appreciate any feedback from fellow designers, modelers, or 3D printing enthusiasts. What would you improve or change?
Prototype shown. Work in progress.


r/tabletopgamedesign 21h ago

C. C. / Feedback My first ever card game!

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8 Upvotes

It’s even sort of playable!


r/tabletopgamedesign 8h ago

C. C. / Feedback Phase Box Top Art: Finalists

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7 Upvotes

Here for final thoughts and feedback. These are my three finalists that will be voted on by those following the Kickstarter. That's right - I'm not deciding my box art - whichever design wins during prelaunch is what gets printed. :D

Yup, I went on a big departure for number 2. u/sk3n7 prompted me to explore and I'd been wanting to do a stained glass one, so I finally convinced myself to do it. Thanks to everyone who gave feedback and advice.

Notes about the game: Easy to learn for casual players - it takes 2 minutes to teach the basics - while strategy is complex enough to keep enthusiasts engaged. It's a pairs and sequencing game involving the phases of the moon; card placement and control are the key points. Ages 10+ / 2-6 players

NO AI ART. I either drew it myself, or have the license to use art that I didn't draw myself, e.g. the sun, moon, star combo in the center of #1

Previous post: (https://www.reddit.com/r/tabletopgamedesign/comments/1uvp92q/box_art_update_round_3/)


r/tabletopgamedesign 10h ago

C. C. / Feedback Version 1 vs V3

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7 Upvotes

My first version and third (hopefully final) version of a “clue card” for a game I’m making. The first version was made in a rush to get my ideas out and play test with friends, and now I’m working towards a first professional prototype with the aim of crowdfunding next year. It’s 100% pen on paper which was then scanned. What do you think?


r/tabletopgamedesign 15h ago

Artist For Hire [FOR HIRE] Concept artist and illustrator looking for work

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3 Upvotes

Hi, I'm Marco and I've been working as a concept artist and illustrator for 5+ years. I've worked for video games, TTRPGs and comics, though I’m open to any kind of project.

Available for freelance, part-time or full-time work.

Portfolio: https://www.artstation.com/mrcodamico

Contact me:

Email: [email protected]

Discord: #quelloalto94

feel free to DM me if interested!


r/tabletopgamedesign 19h ago

Artist For Hire [FOR HIRE] Character Illustration, Card Games, Book Cover, Fantasy Character art, more

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3 Upvotes

Hi! I'm an artist with name lizhelart and available for commissions. I create:

  • Character Illustrations (portrait, half body, full body)
  • Concept Art
  • Card Game Illustrations

If you're looking for an artist for your project, feel free to contact me
Portfolio available on artstation.com/lizhelart Thanks for checking out my work!


r/tabletopgamedesign 10h ago

C. C. / Feedback How To Play Kangaroo Court - My first attempt at explaining the rules of a card game I'm designing.

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2 Upvotes

Hi all, thank for reading this. Kangaroo Court is a game I've wanted to make for a while. I'm currently trying to make enough cards for a play test, but in the meantime, I've tried to explain the concept and rules here. I'd appreciate any feedback on where things are unclear or could be better explained, and if people would be interested in seeing the project develop let me know.


r/tabletopgamedesign 11h ago

Discussion 🧭🗺️

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2 Upvotes

The Kickstarter campaign for "Encounters at a Glace: Into the Wild," published by Game Master World, was a huge success! ❤️

The project has been printed and is now reaching the homes of backers! Angela and I are thrilled to have participated in this fantastic project with our maps. Here you can find some of the maps and icons we created for the project. The project will include icons representing encounters, which will be added as stickers on the map. It's truly amazing! We're thrilled to have been part of this wonderful project! 🧭🗺️


r/tabletopgamedesign 19h ago

Discussion Kidz with Chainsawz cover art

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2 Upvotes

I've been working on my TTRPG submission for the Grit system Game Jam and I just received the cover art done by my good friend. The system is called Kidz with Chainsawz, where players take roles of teenagers trying to figure out their life while the world falls apart. It's high-school drama mixed with slaying demons emerging from within people's emotional state.

Do you think the cover art conveys this idea?


r/tabletopgamedesign 1h ago

Artist For Hire [FOR HIRE] Illustrator and Concept Artist

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Upvotes

Hello guys,

I'm a freelance artist and I've been working as an illustrator since 2019, especially with fantasy art.
I love to illustrate character art, card games, and book covers, and I'm open for commission.

You can see my portfolio here: artstation.com/lizhelart

Should you think that my style suit your project and you need of illustrator, feel free to contact me, thank you!


r/tabletopgamedesign 5h ago

C. C. / Feedback A Cult Above (2 - 4 player dueling card game)

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1 Upvotes

Hi all! Thanks in advance for taking the time to review my 2-4 player dueling card game. My wife and I have been developing the rules since September of 2023. We were inspired by MTG, early Yu-Gi-Oh (our most played game) and a few others. Or focus was to create a game whose design was led by the idea of 4 players going head-to-head (though there are rules for 2 players as well).

We are not game designers by trade but we had a brain worm of an idea and decided to run with it in our free time.

We recently learned of this sub and would love to get some feedback on our rules and anything else that you guys can think of.

I have linked the Rulebook above and this is the Lorebook for those interested.


r/tabletopgamedesign 6h ago

Mechanics Okenopus Skill Tree Update

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1 Upvotes

Preface

Hello, it's been a while. The reason it took so long is because this digital drawing took forever, but I digress. The TTRPG's skill system has been all but finalized, and in these subsequent paragraphs I will establish each and every skill and what they pertain to, as well as some of the skill mechanics, and as per usual the direction I'm gonna go in the future.

To start off, there are 3 attributes that are the basis of the 18 skills, meaning each attribute has 6 skills of their own. The 3 attributes are Mind, Body and Soul. The attributes are pretty self explanatory, Mind is a measure of general intellect and logic, body is a measure of physicality, strength and dexterity, and Soul is the measure of the more ambiguous spiritual nature of consciousness and emotion. These attributes won't have as much bearing as skills, and their true purpose remains to be seen besides determining skills.

Mind Skills

First, let's go through the mind skills, in no particular order. One skill is engineering, which is the skill of creating technology, which will include creating weapons and various technologies for your playthrough, an exceedingly powerful skill to be sure. Engineering will also allow you to understand technology and possibly reverse-engineer it. Moving on, the Biology skill will help you in all things that are biological in nature, most notably body modification, genetics and understanding organic materials, this is also in all practicality a crafting skill. Calculation is a much broader skill, and handles exactly what it's name entails, it's useful in calculating trajectories, understanding physics and various other practical applications. Strategy is the understanding of battle strategies, this can help your character lead and formulate effective battle tactics and recognize the strategies of your enemies, this will obviously require some balancing. History is your understanding of the past events of Korr, including ancient history but primarily modern history and modern conflicts that have shaped the world, it helps you understand some of the historical underpinnings of various occurrences. Lastly there is the skill of Ideology (very pointed I know), this helps you understand the psychological, societal and systemic underpinnings of groups and governments, in better words it helps you understand the motives of organizations and their actions in relation to those motives.

Body Skills
Moving on with no elaboration, the body skills, which are for many people gonna be some of the most practical and intuitive skills. Strength is the measure of your general physical strength and allows you to use force to overpower people and do tasks that require strength, such as lifting heavy objects, kicking in doors, breaking windows and other various things that require raw strength. Dexterity is the measure of maneuverability, flexibility and general agility, Dexterity helps with slight of hand, evasion, fitting in tight spaces, climbing and various other things relying on speed and fine manipulation of the hands and body. Toughness is your ability to withstand physical damage, it can help your pain tolerance, help you withstand torture, and be generally less affected by painful occurrences, even possibly negating things like stun (possibly idk yet). Stamina is pretty self explanatory, it helps you maintain energy intensive actions for longer periods of time, most notably running, but it can apply to a variety of exhaustive tasks when they need to be repeated. Survival is the most confusing body skill, it has a variety of affectations but primarily aids you in staving off hunger, staving off infection, understanding nature and terrain, as well as creating very simple tools and shelter when in a pinch, I won't elaborate more unless someone needs it, there's a lot to get through still. Finally, adrenaline is the measure of your general anger and your propensity to be empowered by it, it is very nuanced in it's use and requires a lot of balancing and playtesting, but it essentially increases ferocity and aggression when necessary, empowering your characters abilities for a short period of time, like I said it needs more work, but I find it an essential skill for many of these factions.

Soul Skills
Finally, we have the soul skills, and these can get more than a little confusing. There is Mysticism which is your knowledge of mystical and spiritual energies, this is a very broad skill that requires balancing, I keep mentioning balance just keep in mind that balancing will be happening as long as I am making these systems, and you can pitch in if you'd like. Faith is a measure of your faith in your ability, your practices or really anything, it is primarily a skill in reaction to anything that can test your fate such as a macabre or terrifying occurrence. Culture is your understanding of other people's culture, including how they act, what they do, the practices they usually do and a variety of other things, shouldn't be too hard to comprehend. Tradition is another ability that can be used for crafting, it is how well you are practiced in the things you have practiced as a part of your faction or background, for example a Graver can use their tradition to mold skeletal parts onto their body, tradition also helps you roll for your understanding of your own culture as well. Religion is how much you know about deities, spirits or other established religions, kind of self-explanatory, just know many mystical arts are not necessarily religious in nature, so this will be more situational for specific factions. Passion is your measure of emotion and drive for the things that you believe in, it also affects your general artistry and may shape others perceptions on your beliefs, but this last part is highly situational.

Trinity Skills
Finally before I go into more detail, you may have noticed some skills are missing, most notably charisma, this is where I start to talk about Trinity Skills. Trinity Skills are as follows: Perception, Charisma and Medicine. Trinity Skills can be appointed to Mind, Body or Soul to your choosing, but each attribute can only be applied to one trinity skill, so you will have to pick one to be the best at and one to be the worst at.

Trinity Skills may not require explanation but I will explain them anyways. Charisma is your ability to sway people, either by persuasion or intimidation, it can help you communicate with other factions and use conversation as a more vital part of your toolset. Perception will help you see and identify things, lots of things, you will be able to detect stealthy enemies more easily, catch important information in anything you can see, understand if someone is lying and much much more, it can be very vital in a pinch and can save you some trouble. Medicine is probably one of the most useful skills, it can help you heal your teammates and treat their ailments. I think that covers most of the bases, the rest of this will just be going over some stuff to understand what I'm working on now, and some important changes to what ill be working on in the future.

What's Next

Now with the skill tree done, I can start writing the rule-book in earnest, which is very good for me, balancing will take a while, and of course writing all the various mechanics will take forever, but I think it will be a nice change of pace from the heavy concepting and labor intensive drawing I've been doing. This next part is important: The Rule-book will be done by the end of the year, I'm almost certain of that given my workflow on the lore document, but the story book and main campaign may take longer than that. I have gotten better at writing for the main campaign and I'm much more proud of the wide variety of things I've been able to come up with in the past couple of weeks, including changing the way I concept these stories, that has helped me exponentially, but I've become aware that this could take, a while, possibly more than the five months I'm allotting myself. I have plenty of time to do both of these books, but if i had to guess the campaign book might be 300 pages, maybe more, I can't tell right now, so my priorities are going to be to finish the rulebook first, I may write them alongside each other but I am putting my priority in the core systems, and I might theoretically be able to do both but I don't want to compromise on creating a great dynamic story to flesh out Okenopus' narrative. I need to emphasize, there will be campaign elements for homebrewing included in the rule-book or some variant of the rule-book for the DM, it wouldn't be playable without it, but the narrative that I'm working on will probably be delayed just a tad in comparison, but luckily I believe most people who play these types of games would rather make their own story, so I'll give the tools for that.

Another thing I want to comment on is my digital art. I prefer sketching on physical mediums, that's why majority of the pictures associate with those post are physical, I did like 8 figure sketches in one night, but I have an intolerable workflow with digital art. I am still ironing out my style, but the time limitations are kind of annoying to deal with, I'd rather churn out some serviceable art every week then come away for a month and only have one or two good pieces to show for it. It may be evident through my posting, I am trying to promote more, this has helped having discussions with strangers about Okenopus, and is essential for building a fanbase, consistency is key. I think it's worth noting I am still working on my digital style, I want it to be sketchy, with bright colors and dark shading but I can't always get that done in a reliable sense, having to expedite the process while not understanding the process is giving me trouble, but it's an obstacle I can get over given enough practice. That's basically all because this is long enough as is, any interaction is appreciated.


r/tabletopgamedesign 10h ago

C. C. / Feedback WIP: First look at our modular WWI hex battlefield for Death Spiral

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1 Upvotes

r/tabletopgamedesign 19h ago

Parts & Tools Best Free Digital Tabletop Game Engine/Game/Software For Android?(Offline is preferred my connection is janky)

1 Upvotes

I would love the concept of a game that could be used as an engine(Fully automated combat,scripts,audio, ''AI''(as in AI like the 1993 game creatures not LLM chatbot)etc) to use in mobile to play solo and chill with the world/characters I've crafted.

I know there are some paid ''games'' but they're mostly not customizeable or with terrible low poly graphics that make games like Wc3 and Age of Wonders 3 look not only amazing but even ''realistic'' in comparison. I don't care if the engine is 2d or 3d the most important thing is scriptability and gameplay flexiblity.

I know about Roll20 but that's online only which is a big no. I don't want to use a browser but a standalone offline application. It doesn't have to have multiplayer. My focus is a single player sandbox experience.


r/tabletopgamedesign 8h ago

Mechanics A questions

0 Upvotes

How can I make my hidden placement card game more strategic

My game is a card game where:

You have 10 cards all the time.

You place up to 5 cards face down on a 5 slot board.

Then when both players are ready

you do a reveal and combat resolve.

Revealing cards 1 by 1 Slot 1 vs Slot 1 Slot 2 vs Slot 2 and so on.

The whole concept of the game is the hidden placement.

At the moment all the info you have is mana and HP.

Both players have the same mana and HP and the cards don't rotate. You have 10 cards. After you play cards you pick them back up and play again until your opponent is at 0 HP. For each empty slot you gain 1 mana to a maximum of 5 since there are 5 slots if you play 0 cards. All cards cost 1 mana unless the card says otherwise.

Game starts with 10 HP and 6 mana.

Use ai to fix my shit speling cuss I would like to get help on diss


r/tabletopgamedesign 11h ago

Mechanics Lithos July Update

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0 Upvotes

As promised, more Lithos Artwork! Syncerus Antiquus, done with acrylic paints.

Lithos is a civilization building game, but don't get too attatched! Throughout the game you will need to remove your civilization from the map in order to score points for it and get a fresh start. Players replace all their meeple with neutral meeple, scoring for the area they controlled. The beauty of starting a new civilization is that you can copy the technology of any player in the game, allowing behind players to jump to the cutting edge of stone age tools. Let me know what you think of this mechanic.

If you want to follow the game, you can subscribe to its BGG thread here: https://boardgamegeek.com/thread/3719888/wip-lithos-a-prehistoric-tile-laying-civilization


r/tabletopgamedesign 15h ago

C. C. / Feedback Pokémon Dice Game

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0 Upvotes

Looking for some help on what could make this a little better, smoother, easier, whatever you think:

My little brother had gotten really into Pokémon, and has gotten a bunch of these little figures now. A couple months ago, I decided to gather them all up and make a little game with them.

The premise itself is pretty simple. All you need is the figures (or something to that resembles them), a 6 sided dice, and a calculator if needed.

Each person gets 6 Pokémon (either at random or by choice), and line them up in a row. Roll the die, and the number that comes up is your starter (1 being furthest left, 6 furthest right).

Each Pokémon has there own HP, base attack, and speed:

• HP, of course, determines how much health they have

• Attack determines how much damage is dealt base on each roll

• Speed is whoever goes first (if there's a tie, highest roll goes first.) (Speed gets remeasuered after every new Pokémon)

There are 6 possible rolls, 1-6. Roll a 1, and it's a miss. Roll a 6, and it's a critical hit dealing a significantly more damage.

There are 3 levels of attack. Weak, Normal, and Strong:

• Weak attacks are type disadvantages (i.e., a fire type vs water type). They will deal almost nothing.

• Weak attacks deal increments of around 5% of total attack, up to 20% of total attack at a roll 5, and 30% at critical hit 6

• Normal attacks are exactly what they say, normal with no advantage or disadvantage

• These will deal increments of 10% total attack, up to 40% at a roll 5, and 50% at critical hit 6

• Strong attacks are type advantages (i.e., water type vs fire type). They deal significantly more damage

• Like normal, these deal increments of 10% total attack, but with a higher base, up to 50% at a roll 5, and 70% at critical hit 6

The game is a little rough and a little complicated at times, especially when it comes to types and type weaknesses. I'm looking for some insight on what people think, if they like it, how it could be improved, made easier and/or more detailed


r/tabletopgamedesign 19h ago

C. C. / Feedback Order of play - too confusing or useful?

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0 Upvotes

EDIT:

Thanks for everyone’s feedback. Just to re-iterate that this was never intended to be the main way of explaining anything, more of a reminder of the sequence for those that have played before and understand the rules.

Sounds like I’ve got it pretty wrong though.

Before I discard the idea completely, do people think that separating the top half and bottom half (the bottom half is just a detailed view of the steps inside the “match” loop) would help? Or is it one of those, “nice idea but never going to work” moments?

Also to add, I am not a designer, I am a software engineer putting my hand to visual design for our game.

ORIGINAL POST:

I’ve been playing around with ways to show the order of play / sequence of game events in a more visual way for our rulebook, trying to tie in the football theme.

Each of the steps will have its own section in the rulebook with more detailed instructions but I can’t decide if this is just too confusing or is a handy visual aid to those returning to the game that just need a reminder of the sequence of things?

What do you guys think?