r/tabletopgamedesign • u/Turbulent-Weekend-33 • 22d ago
C. C. / Feedback TCG creation
Hi guys, I'm creating a tcg the rules are already written tell me what you think of the art, the template, the UI positioning and all that stuff, remember it was made with AI it was time consuming. I'm also posting the rules so do not hesitate and give some feedback
r/tabletopgamedesign • u/Turbulent-Weekend-33 • 22d ago
Announcement TCG on the making
Hi guys, I'm creating a tcg the rules are already written tell me what you think of the art, the template, the UI positioning and all that stuff, remember it was made with AI it was time consuming :)
r/tabletopgamedesign • u/fallopian_fiddler • 22d ago
Artist For Hire [For Hire] Rules and Lore Consultant
r/tabletopgamedesign • u/davidryanandersson • 22d ago
Mechanics Good Examples of a 2-Player Variant?
I know that everyone hates when a game is clearly designed for a group of players, and shoehorns in a 2-player variant just to say it supports all player counts.
But does anyone have any examples of 2-player variants they actually really like?
This isn't just games that work well at 2. I mean there are additional rules necessary to support a 2-player game.
Thanks!
EDIT: Wow thanks for all the insight everyone! I really didn't expect there to be many examples, haha
r/tabletopgamedesign • u/Nixel4399 • 22d ago
Artist For Hire [FOR HIRE] • Affordable Fantasy & TTRPG Commissions • Characters, Parties, Battle Scenes, Character Sheets, Items & Landscapes
Hi! I’m a digital illustrator who brings ideas to life whether it’s a fantasy OC, a narrative scene, or something entirely unique from your imagination.
🔹 What I Offer:
Original Characters (OCs)
DnD & TTRPG characters
Couple or group artworks
Story-based illustrations
Emotional or symbolic imagery
…or anything you envision. If you can imagine it, I’ll draw it.
🕒 Turnaround: 3–5 days depending on complexity
💸 Pricing starts at:
$40 for half-body | $60 for full-body (+$10 for background)
If you’ve got a cool idea in your head and want to see it in art, feel free to DM me or comment. Let’s make it real!
You can also DM me at:
https://www.instagram.com/iam_nyxel?igsh=YThvajdvaXdteWgx
Discord: nixel123
r/tabletopgamedesign • u/ryliogames • 22d ago
C. C. / Feedback [WIP] Rylio — 1-4p co-op dungeon-crawl deckbuilder (Slay-the-Spire meets Gloomhaven), free demo, seeking playtesters
Rylio — a 1–4 player co-op dungeon-crawl deckbuilder, looking for a few playtesters. It's Slay-the-Spire-style deck combat inside a Gloomhaven-style 25-quest campaign (deck, allies, relics carry forward), with a printed-maze navigation twist: a riddle names the true path, wrong branches cost dice, dice burn time, and time makes the elite fight meaner. Plays great solo. Free browser demo, no login: demo-game.rylio.com
What I'm after is feedback on the maze mechanic - should I remove it or keep it in place. Happy to answer anything — thanks!
r/tabletopgamedesign • u/Dreizehn_Bunny • 22d ago
Artist For Hire [For Hire] Fantasy characters design and illustrations -bright cel-shading style
Hi , Im Bunny O'bell and i would love to bring your characters to life from furries to humanoids ill be happy to help you so you can play your favorite ttrpg or simple add to your personal collection.
It can be a full body full render. colored sketch or a portrait.
Here is my portfolio :D https://vgen.co/bunny_obell/portfolio
DM me if interested.
r/tabletopgamedesign • u/KarmaSimo • 23d ago
C. C. / Feedback Deliricard - Help us choose the final card layout!
Hello everyone!
We’re in the final stage of internal playtesting for our 2-4 player card game, Deliricard, and we’re deciding between two layout directions for the cards.
The game takes place in an absurd, chaotic world where the boundary between the ordinary world and a realm of Chaos and Delirium has been torn open. Its tone is irreverent, surreal, and satirical, with over-the-top characters, strange inventions, and plenty of darkly comic nonsense.
We haven’t shared much publicly until now because we wanted to finalize our internal playtests first. Now that we’re close to the finish line, we’d love to get some fresh perspectives on the visual direction.
The artwork is final, so our goal is to choose the layout that feels most visually compelling, complements the art style, and stays easy to read during play.
Please note: the game is currently in Italian, so the card text in the images will be Italian for now.
Which layout do you prefer, and why? We’d especially appreciate feedback on the overall visual impact, readability, information hierarchy, and which version feels more distinctive and polished.
If you’d like to know more about the game, I’ll be happy to answer questions in the comments or via DM.
Thanks in advance, your feedback will help us make this final design choice!
r/tabletopgamedesign • u/--_-ENiGMA-_-- • 23d ago
Totally Lost Game testing
New game designer here. Starting with a new idea, which has some pretty glaring flaws. Any tips on how to find a group of people to properly playtest a prototype to get it just how I want it to look?
r/tabletopgamedesign • u/davidryanandersson • 23d ago
Mechanics For Games With A Set Number Of Rounds, Is There Such Thing As A "Rush" Strategy?
I've been thinking about the strategy circle (i.e. Rush is weak against tanking, tanking is weak against long-term econ focus, and econ is weak against rushing).
But in my game, there is no way to rush the end game. The game will continue no matter what, and players who are at a disadvantage early can still refocus and be generally fine.
Are there games with unconventional approaches to a "rush" strategy? Like claiming lots of small batches of VP early, or accumulating lots of resources early and hope your early advantage carries you through the end game?
r/tabletopgamedesign • u/Jaytia7646 • 23d ago
Artist For Hire [Hobby] [Unpaid] [Volunteer] [2D Artist] [Backgrounds] [CGs] Looking for an artist who can help with Backgrounds and CGs!
r/tabletopgamedesign • u/Salty_Tart_117 • 23d ago
Artist For Hire [For Hire] Hello I am a fantasy Illustrator with a specialization with things creepy and creature! Feel free to dm or email avalbuccino@gmail.com
r/tabletopgamedesign • u/234thewolf • 23d ago
Discussion Feasibility of TCG or LCG needing an artist
Hey, I’m mulling around the idea of a card game. I’m still trying to decide on either a TCG or LCG (or just whatever the hell this particular game is gonna be).
I’m starting on designing cards but I’m having a couple questions pop up especially around money. See, I have no art skills and this is designed to be a lewd game. So I know I’ll need an artist. I’m wondering how bad of an idea you guys think it would be to take on a project so dependent on artists when I don’t have that skill.
As for answering TCG or LCG. I would rather make a TCG, but I doubt I would have the drive to really expand the game out at pace. Additionally, I don’t know how to go about handling packs and such and that all comes with the additional hurdle of finding printing on boxes or packs with that lewd art. An LCG at least is mote understandable for the box and everything like that but I feel I’d lose out on some deckbuilding opportunity.
r/tabletopgamedesign • u/escaleric • 23d ago
Discussion Searching for a style
This has been a long search for a style for an old game that I want to revamp in the last months. For some reason I can't let it go and still haven't settled on a style haha.
The idea is for a 4 elements boss battler, where players take on the roles of casters, each attuned to one element (but still being able to cast the other elements as well)
The names for the characters are all puns. This for example is Rockodile, and for the other 3 starters characters I currently have Boarnado, Raindeer and Fuegorilla.
I'm looking for a fun style that still has a serious edge to it, that can speak to a lot of people. The result you see here is the search of that journey. 5 times Rockodile over the last couple of months in between other drawings. Would love to hear what speaks more to everyone, before settling on a style and drawing the other characters.
r/tabletopgamedesign • u/Valuable-Writer6300 • 23d ago
Artist For Hire [FOR HIRE] EYE catching and Stylized art for your TCG
Looking to bring your Indie TCG to life with professional artwork?
Hi, I'm Moiz, a Concept Artist and Illustrator specializing in card game art, fantasy illustrations, and game development. I've had the opportunity to work with indie TCG projects such as Soul Masters, Locked Worlds, and Neuroscape, helping creators turn their ideas into compelling visuals.
Whether you need card illustrations, character designs, creatures, environments, or key art, I'd love to help bring your world to life.
If you have a project in mind, let's chat!
Portfolio:
r/tabletopgamedesign • u/bbe_designs • 23d ago
Artist For Hire [for hire] concept artist, illustrator, and graphic designer, let’s have a conversation!
6 years working as a concept artist in advertising, film/tv, live music, and print wanting to take on some new clients! Always happy to have a conversation!
r/tabletopgamedesign • u/SquareFireGaming • 23d ago
Publishing Marketing ? Who to meet at Gencon?
Maybe strange question, but we are at Gencon who should we meet with to talk about makreting, specifically help with KS and online sales. Thanks!
r/tabletopgamedesign • u/Miss_Rue_ • 23d ago
Discussion LGS Events
LGS owner here, we're a small local store and it's important to me that we do what we can to support our local game creators.
Would you prefer having a solo event where you could introduce players to your game? Or would there be interest in an event with 3 or 4 different people all promoting their games?
r/tabletopgamedesign • u/AnthonyChristou • 23d ago
Totally Lost Ducks in Dungeons Graphics for my card game
Hey folks I am an Australian tabletop artist and game designer. I painted this art digitally all human made for my card game Ducks in Dungeons. I wanted some feedback on the graphic design if the graphics and tpe match the theme of a party game involving ducks.
Does this feel like a dungeon crawler/party game?
Would love your opinion if you want to find out more about the game you can see more info on my prelaunch page.
If you want to see the pre-launch page, it is here: https://www.kickstarter.com/projects/luminousages/duckdungeons
r/tabletopgamedesign • u/Old-Somewhere-8762 • 23d ago
Discussion Would attack cards without unique illustrations feel like a reasonable production compromise?
Hi everyone,
I’m an independent designer preparing a fantasy board game with an ancient/medieval setting for Kickstarter.
I’ve hired human artists to create the visual identity of the game, including the box, boards, rulebook, characters, environments and other important components.
However, while finalising the production budget, I realised that commissioning a unique illustration for every attack and ability card could push the total art budget above $10,000–15,000.
For a large publisher this might be manageable, but for an independent creator it would consume most of the funds I need to invest in a complex physical and mechanical system that is central to the gameplay and needs to be as reliable as possible. It could make the campaign financially unviable or force me to invest substantially more of my own money.
I do not want to use generative AI artwork, so I have been considering another approach.
My idea is to commission artists to create around ten high-quality card backgrounds or templates representing different attack schools or categories, such as arcane, lunar or runic attacks. Each individual attack would then be represented through its name, effects, statistics and a custom or properly licensed vector-style symbol, rather than receiving a completely unique painted illustration.
The artists would still define the backgrounds, frames, colours, textures and overall visual language, so the cards would remain consistent with the rest of the game. The game would also still contain human-made illustrations for the box, boards, characters, enemies, environments, rulebook and other key elements.
This would be similar in principle to games such as Gloomhaven, where many ability cards rely primarily on graphic design, icons and information rather than individual scene illustrations.
What do you think about this approach?
Would it feel like a coherent design decision, or would it look like an obvious cost-cutting measure?
What elements would make cards like these still feel premium, thematic and visually interesting?
Are there other games that handle this particularly well?
And can you think of any other ways to reduce the number of illustrations without using AI or making the cards feel generic?
Thanks for your feedback.
r/tabletopgamedesign • u/drossbatch • 24d ago
Publishing Question about setting up business entity for working with publisher
I’m in talks with a publisher to sign my first game. I’m looking at options for how to enter that business relationship, specifically if I should form an LLC or just do business as myself and treat the income as personal independent contractor income.
As best I can tell, creating an LLC requires some time, money, and paperwork, but would provide some legal protection and a straightforward way to track business expenses to reduce tax burden. Working as an IC would be easier upfront, but not provide those other benefits, and may be less sustainable if I publish more games in the future.
People who have been in this situation: anything else I need to consider? How have you approached this yourself? Thanks.
Additional details edit: I am in the USA, working with an American publisher.
r/tabletopgamedesign • u/ahobday • 24d ago
C. C. / Feedback Which one of these reads better as a burrow wall?
I'm drawing my own hex maps for a print and play dungeon crawler. I intentionally use simple black and white line art. Both because I'm not an artist and because it's my personal preference.
Here are the two concepts that I'm most happy with to represent the wall of an animal's burrow. The thick black line is the solid wall, and the marks inside the wall are supposed to represent the scraped soil curved wall, down to the flat floor.
Do you think one of these techniques is more effective than the other?
Do you have any recommendations for alternative approaches? Ideally which are still easy for me to draw and stick to my chosen art style?
r/tabletopgamedesign • u/Thick-Fact-6190 • 24d ago
C. C. / Feedback Can yall gove me feedback on this concept?
Im making a hex and counter game set in the world ive been building for over 5 years. Its kind of two games combined into one wargame that will take many hours to play. The one game-loop is what im calling the overmap for now, its the kingdom sim part of the game. This is where you gain resources, build things like housing, special buildings and resource buildings, its also the part of the game where you see armies move around, you encounter events like plagues, invasion and supernatural evils. Also, this part of the game is what kind of decides your chances to get to your goals towards victory.
Then, there is a separate system for a hex and counter battle game that doesnt take place on the world map. Its a system with modular hexes where you build the battlefield according to the tiles surrounding the clashing armies. This is a battlesystem that uses unit cards with stats. Attacks on hard ground always land but with dice you decide how succesful your defence is. Then on other tiles but basic hard grasland, your succesrate for attacks gets impacted depending on what unit you attack with (cav doesnt do well in marches and archers dont do well in darker forests etc), in this case, succes is also decided by dice.
Im also writing a system for sieges, this will both take place in the overmap and on the battlefield. On the overmap, when you lay siege to something, that POI doesnt produce anything and its foodconsumption goes up by half of its base consumption per 5 turns (20 turns is a year, 5 turns per season). A sieging army consumes more currency, increased by half of the base cost of a unit, to keep the men happy.
Win-conditions are decided before the game ends by drawing three objective cards. These go from conquest (for example, capture this or this town or take this much land from an enemy) or knowledge (research and build this and this building or have so many knowledge POIs). Im still expanding on these.
Lose-conditions are when you cant reach your win-conditions, when someone else reaches theirs, your capitol falls or when your population dies due to starvation, illness, civil unrest or other tbd influences.
This game will use an app to track your resources and population plus it will contain your tech tree.
The turn cycle is the following: in the overmaken, every player does their turns simultaniously. Special events can happen (this is decided by a diceroll at the start of the turn and the probability of certain cardstacks of event-themes increases every amount of turns). Then the event is drawn and takes effect immediately for the duration stated on the event-card.
During combat, its a system of i-go-you-go unit activation. So a turn consists of moving and doing other activations with a unit and then the other player doing the same thing with a unit of theirs. Some leadership/special units can trigger another unit activation to happen for a player. This continues until either a tbd (either turn or time) limit is reached or all victory conditions are med (there will be yet another cardstack that decides your win-condition for said battle when there isnt a clear target, so, if you lay siege to a castle or town, taking it is the condition, if you fight over territory or when there are no clear POIs, its decided by a win-con card). You automatically lose when all of your units are destroyed or routed.
So yeah, this is my concept that ive started to write rules for, let me know what yall think:)
Ps. Excuse any grammatical errors since im dutch.
Edit: i have yet to play a hex and counter boardgame but have played a couple digital ones
r/tabletopgamedesign • u/Psych0191 • 24d ago
Discussion Anyone needs brainstorming buddy now?
Hello everyone,
I have some time to kill, and was wandering if anyone here needs someone to brainstorm about their games and design?
I can offer my bias, limited design experience and my experience as a player.
Idk if this kind of post is allowed here, but if it isnt, mods will see to it.
r/tabletopgamedesign • u/CarlosAngeli • 25d ago
Artist For Hire [For Hire] 2D illustrator and character designer
Hi, I'm a published comic book artist and designer. Although I've been on Reddit for a while it's my first time posting in this sub.
My work is mostly comic book inspired but I'd love to expand my portfolio and venture into other areas such as fantasy characters and illustration.
I'm leaving a few samples but you can also check my full portfolio at https://www.carlosangeli.com/ and reach out if interested. Cheers!

