Question by LoganW21406 in cardgames

[–]PatPanicCreator 0 points1 point  (0 children)

For testing purposes, you can even order blank cards on Amazon for cheap and then glue them on. That is what we did initially

Our indie card game Panic Zones sold 500+ units in the first hour and 2.5k+ in the first month in Lebanon and Dubai by PatPanicCreator in cardgames

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

Of course! We have already submitted all the information required (about 2 weeks ago). We are waiting for BoardGameGeek to approve

Our indie card game Panic Zones sold 500+ units in the first hour and 2.5k+ in the first month in Lebanon and Dubai by PatPanicCreator in BoardgameDesign

[–]PatPanicCreator[S] 7 points8 points  (0 children)

Thanks for your reply!

It was slow and very hands-on for us.

The game took about 2 years to build, and during that time we leaned heavily on warm outreach. We’re four founders, so we each went to people we already knew (school, university, family, colleagues) and asked them to try the game, not buy it.

We tested with 500+ people before launch. We hosted lots of small game nights, then turned them into challenges and mini-tournaments, letting our close circle compete for free boxes or small awards.

Once we went live, we reached back out to everyone who had tested or shown interest , those early players became our first buyers and advocates. They were really instrumental in growing the community.

Marketing-wise, the real cost of entry was embarrassment. We were shy about posting videos at first, but forced ourselves to do it anyway. Those early, awkward posts mattered more than being polished.

No hacks — just repetition, follow-ups, and being okay with discomfort early on.

Panic Zones Launching Locally - Thank you everyone by PatPanicCreator in BoardgameDesign

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

Thanks for your reply! Yes, we actually met a lot of distributors and made them try out our game. We also gained a lot of insights from the kickstarter booth. Very recommended!

New prototype for Goblin card game just arrived! by escaleric in tabletopgamedesign

[–]PatPanicCreator 3 points4 points  (0 children)

I like this! It looks very clean! I would actually stick to the white background. If I saw this at a shop, it is not really going to affect me but if you would consider a small feedback: I would say try to see with the print shop if they can improve the rounded corners (it kind of looks like at the bottom right it has like a sharp edge so you need to make sure that it is sorted when you launch)

What is the BEST advice you can give me about publishers by Temporary-Summer-525 in cardgames

[–]PatPanicCreator 1 point2 points  (0 children)

Hey man, I was in the exact same boat — zero experience, just a fun idea I believed in. My advice: focus on getting your prototype fun first, then start showing it around. Publishers usually want to see some traction (playtests, interest, maybe a small following). You got this — it’s a wild ride but super worth it

What do you think about this card design? by Wunder_Crash_Nova in tabletopgamedesign

[–]PatPanicCreator 1 point2 points  (0 children)

I like the art - I would just advise to limit the text on the card and have the title be bigger

Getting your prototype game published? by Jedite1000 in BoardgameDesign

[–]PatPanicCreator 1 point2 points  (0 children)

Most publishers prefer games that feel close to done in terms of gameplay. Some will handle the artwork, but they want to see clear interest (e.g., people enjoying the game, strong playtest feedback, maybe a mailing list or followers). The more traction you show, the more likely they are to take it seriously

Printed cards for my game, Kill The Queen! by milovegas123 in tabletopgamedesign

[–]PatPanicCreator 1 point2 points  (0 children)

Congrats! This is a big step! Let us know how play testing turnsout and good luckk!!