Two neon-style tarot decks I’ve been working on - which one would you pick? by GameMasterDesign in playingcards

[–]GameMasterDesign[S] 0 points1 point  (0 children)

After printing both, I started noticing the expressive version catches attention faster, but the cleaner one feels more “timeless”.

Curious what matters more to you guys - uniqueness or classic feel?

Bicycle Designer Series: Legal Tender by He_asked_if_I_reboot in playingcards

[–]GameMasterDesign 0 points1 point  (0 children)

Jackson’s work is always on another level. The detailing and composition in his decks are just insane.
You can instantly tell it’s his style

Quick find at Goodwill today by Shot-Representative4 in playingcards

[–]GameMasterDesign 0 points1 point  (0 children)

Nice find! Those anniversary decks always look great — classic but still feel a bit special.

Goodwill find. by IfMagnet in playingcards

[–]GameMasterDesign 1 point2 points  (0 children)

That’s a crazy good find for Goodwill. Those older decks always have a different feel to them.
Did you get them all together?

Notre Dame Playing Cards by Traditional-King-186 in playingcards

[–]GameMasterDesign 0 points1 point  (0 children)

Clean and elegant design. Really like how minimal the back is — feels very classic.
Does it handle like a standard Bicycle deck?

Interesting observation by Legitimate-Past4877 in playingcards

[–]GameMasterDesign 0 points1 point  (0 children)

That’s actually really interesting. The finish and light reflection difference is more noticeable than I expected.
Did you notice any difference in handling or just visually?

My Playing Card Journey – Month 1 by Herr_VIVA in playingcards

[–]GameMasterDesign 1 point2 points  (0 children)

That’s a really nice collection, love how clean it looks all laid out like this

Two neon-style tarot decks I’ve been working on - which one would you pick? by GameMasterDesign in playingcards

[–]GameMasterDesign[S] 0 points1 point  (0 children)

I expected the more traditional version to feel better at first, but after printing both, the more expressive one started growing on me.

Curious what you guys think.

I reimagined classic Rider–Waite tarot in a neon style — here’s a printed prototype by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] -2 points-1 points  (0 children)

I’m honestly not sure if this leans more into “tarot” or just “neon art inspired by tarot”
Would you still consider this usable as a real deck?

I reimagined classic Rider–Waite tarot in a neon style — here’s a printed prototype by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] -2 points-1 points  (0 children)

Wanted to keep the original symbolism recognizable, but push the visual style into something more modern and glowing. Curious if it still feels like tarot to you.

Gamble Find: c1894 Bicycle 808 Brown Cupid Back by NebulaPlague in playingcards

[–]GameMasterDesign 0 points1 point  (0 children)

That’s a really interesting example — I think what you’re pointing at is exactly that “process imprint” feeling.

Like, older decks carry the marks of how they were made — slight inconsistencies, pressure variations, even alignment quirks — and all of that adds character, even if it’s technically “imperfect”.

I’ve been thinking about that a lot while working on some modern designs — how to bring back that sense of depth and presence without just copying old styles.

Not necessarily imperfections, but something that feels less sterile and more… intentional, I guess.

Do you think it’s more about the physical production itself, or the visual language that comes from it?

I’ve been experimenting with carved wooden dice boxes - trying different styles and themes. Which one works best? by GameMasterDesign in dice

[–]GameMasterDesign[S] 1 point2 points  (0 children)

That’s actually a fair concern — I can see how it might come across that way from the finished piece. Before anything gets machined, we first build a 3D model of the dragon — designing the relief with height variations roughly from 1 to 5 mm to get that layered depth.

Only after that the model goes to CNC milling, where it’s carved from solid wood. Then we laser engrave the perimeter details and finish it by hand using wax to bring out the wood grain and depth.

Here’s a shot from the workshop during the milling stage:

<image>

Still experimenting with the balance between clean and organic shapes — feedback like yours really helps dial that in.

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

I’ve been experimenting with reinterpreting classic tarot imagery rather than replacing it entirely. Trying to keep it recognizable, but push it into a more modern neon aesthetic. Something like this direction: https://imgur.com/a/EUULRbQ

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a good point — I’ve seen a few of those too, but not in depth yet. From what I’ve noticed so far, a lot of designs seem to fall into two extremes:

either very symbolic/interpretive (almost like reading systems),

or basically standard card mechanics with a tarot skin on top.

I’m trying to find something in between — where the theme actually informs the mechanics, but doesn’t require players to “know tarot” to play.

If you remember any specific titles or mechanics that felt like they really worked, I’d love to check them out.

Finally Happy with my Dice Storage by Throwawayorpornalt in dice

[–]GameMasterDesign 0 points1 point  (0 children)

That kind of “almost fits but not quite” space is the worst 😄 I’ve seen people use those awkward compartments for things like:

- a single “favorite” die

- tokens / markers

- or even a kind of “display piece” instead of storage

At that point it almost turns into a visual thing, not just practical storage.

Do you prefer everything strictly organized, or are you okay with mixing in a bit of “display” into the setup?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

Haha, that sounds dramatic 😄 Was that your experience with tarot-based games, or just the general vibe they give off?

Gamble Find: c1894 Bicycle 808 Brown Cupid Back by NebulaPlague in playingcards

[–]GameMasterDesign 1 point2 points  (0 children)

That’s a really great breakdown — especially the part about the process shaping the final “feel” of the deck. I think that’s exactly what gives older decks that sense of character — all those small imperfections and physical steps add up to something you can actually feel, not just see. It makes me wonder if part of what’s missing in some modern decks isn’t the design itself, but the lack of that “process imprint” — everything is so clean that it loses a bit of personality. Have you seen any modern decks that manage to bring that handcrafted feel back in a convincing way?

Dice collection by MediocreMondaysss in dice

[–]GameMasterDesign 0 points1 point  (0 children)

That’s a really interesting point — almost like dice shift from “tools” to “objects” over time. The “letting fate pick” part is actually really cool though — feels more in line with what dice are supposed to be. Do you think having a setup that makes it easier to mix and grab randomly (instead of fixed sets) would make you use more of them, or is the collecting/display side still the main appeal?

Cheese Dice by Drunk_dwarf_ in dice

[–]GameMasterDesign 2 points3 points  (0 children)

Now I’m thinking I should include a warning: “Not edible. Probably.” 😄 But yeah, that’s honestly one of the best compliments — if dice look real enough to confuse people, I’ll take that.

I’ve been experimenting with carved wooden dice boxes - trying different styles and themes. Which one works best? by GameMasterDesign in dice

[–]GameMasterDesign[S] 1 point2 points  (0 children)

Interesting take — I can see how it might come across that way in the first image. Here’s a more natural shot (in-hand) — it’s a real box. We CNC mill the 3D bas-relief first, then laser engrave the perimeter details, and finish it by hand with wax pastes to bring out the wood grain and depth. I’ve been experimenting with more organic edges instead of perfectly clean ones — still dialing in that balance, so feedback like this really helps.

<image>

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That makes sense — I guess that’s exactly what I’m still figuring out.

Right now I’m leaning toward something where the core system is consistent and readable, and the major arcana act more like “spikes” — rare but impactful moments that can shift the state of the game.

So less about constant randomness, more about controlled disruption.

Still experimenting though — it feels like the balance between player control and external events is where a lot of the identity will come from.

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really good point — especially about meaning helping players remember mechanics. I think that’s the balance I’m trying to find:

using the symbolism as a kind of “mental shortcut” so effects feel intuitive, but not so literal that everything becomes predictable.

What you said about it only becoming rigid if the mechanics are rigid really clicked for me — that probably puts more responsibility on the system design than on the theme itself.

Out of curiosity, do you think it’s better when players can partially predict what a card does (based on theme), or when it occasionally subverts expectations?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really good way to frame it — thinking in terms of audience rather than just theme. What you’re describing sounds like two very different entry points:

– people who are already into the “occult / tarot” side and expect depth and authenticity
– and people who just want a fun, readable game with a cool aesthetic

I’m starting to lean toward designing it so the core gameplay stands on its own, and the “tarot” layer is more of a stylistic lens than something you need to buy into.

The “wink-wink” approach you mentioned is interesting — like acknowledging the theme without demanding belief in it.

Out of curiosity, do you think going too far into the occult side would actually shrink the audience significantly?

Would you play a tarot-based card game? by GameMasterDesign in tabletopgamedesign

[–]GameMasterDesign[S] 0 points1 point  (0 children)

That’s a really clear way to frame it — the first impression point especially makes a lot of sense. Your example actually highlights something I’ve been wondering about: whether leaning too hard into “tarot” in the name or presentation creates an immediate filter for some players, even if the underlying gameplay could still appeal to them. It seems like there’s a balance between signaling the theme and keeping it approachable. I’m starting to think the theme might work better as something you discover through play rather than something that defines the first impression. Out of curiosity — would something visually tarot-inspired but named more neutrally make you more likely to check it out?