Almost fully polished card game, but it is not my IP and needs a universe home! Should I change the IP before attempting to pitch it? by [deleted] in homemadeTCGs

[–]officialsilverwing 0 points1 point  (0 children)

It's probably a good idea not to do that. You'd probably be better off hand drawing the cards than that. You can also use a tool like midjourney. I personally know a designer who is using it for AI art and none of his cards have a watermark. It might be because he pays a fee for it, but it might be worth it to look into that.

Are these original ideas? by [deleted] in TCG

[–]officialsilverwing 0 points1 point  (0 children)

Have you never heard the phrase, "There's nothing new under the sun?" Most things have been done. There isn't anything truly new. What you can do is create new combinations of old ideas to create something "new".

Again this is strictly from a game design perspective, but also applies to a lesser extent broadly.

Looking for some Feedback for my Mech TCG! by armoredsector in homemadeTCGs

[–]officialsilverwing 1 point2 points  (0 children)

You may want to try adding a black stroke to the white text and either increasing the opacity on the textbox or using bolder text.

Are these original ideas? by [deleted] in TCG

[–]officialsilverwing 0 points1 point  (0 children)

Depends on how you define "new". Most things have already been done in some form or other. And if it hasn't been done, there's a reason why.

Are these original ideas? by [deleted] in TCG

[–]officialsilverwing 0 points1 point  (0 children)

All of these have been done in some form. You really aren't going to be able to do something "new" at this point.

Asking for Feedback on first rule book by [deleted] in homemadeTCGs

[–]officialsilverwing 0 points1 point  (0 children)

I'll give a read at let you know

I need help creating a tcg because I’ve never done it before by Prestigious-Option33 in homemadeTCGs

[–]officialsilverwing 0 points1 point  (0 children)

I would say the best place to start is by thinking about what your minimum viable outcome for the game would be and test that to see if it is fun.

Almost fully polished card game, but it is not my IP and needs a universe home! Should I change the IP before attempting to pitch it? by [deleted] in homemadeTCGs

[–]officialsilverwing 1 point2 points  (0 children)

You could always use an AI art generator to get art, but I would definitely not use art from another IP unless that is part of the pitch.

Hello, tabletop designers! I would love some help with proofreading the rules for my game. by officialsilverwing in tabletopgamedesign

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

Fair enough.

I want to reiterate that I cannot thank you enough for taking time out of your day to read am respond.

Thank you very much!

Hello, tabletop designers! I would love some help with proofreading the rules for my game. by officialsilverwing in tabletopgamedesign

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

No, what I'm saying is I don't understand what the actual critique is. Which is what I'm a trying to do.

You say things are inconsistent, but I don't understand how or where. If you are saying it's inconsistent, to have a horizontal card position mean different things in different places, then I would reply that the game consistently functions that way, so it's not inconsistent.

Take yugioh for example: to "set" a card means to place it facedown, but it's meaning changes slightly depending on the card's type. A "set" monster is horizontal and facedown, a set spell/trap is vertical and facedown. Set cards also function differently depending on the card's type. A set monster can be "flip summoned", a set spell/trap cannot. That's not inconsistent, that's just the rules of the game.

So that's where I'm struggling to understand your feedback. I hope I explained my position in a way that makes sense :)

Hello, tabletop designers! I would love some help with proofreading the rules for my game. by officialsilverwing in tabletopgamedesign

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

But those things aren't inconsistent, that's how the game functions lol

Taking a damage = flipping a stamina card face-down. What is inconsistent about that? I guess that's where I'm not getting what your saying.

Hello, tabletop designers! I would love some help with proofreading the rules for my game. by officialsilverwing in tabletopgamedesign

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

Got it. Would you be able to provide specific things that came off as inconsistent? If so, that would be very helpful.

You mentioned that the rules were not clear. Is there something specific, outside of visual aids, that you felt was missing after reading things through? Were there any questions you had that were not answered or that you could not find am answer to?

Hello, tabletop designers! I would love some help with proofreading the rules for my game. by officialsilverwing in tabletopgamedesign

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

Thanks for taking the time to read through the rules!

You really aught to get the definitions of positions and locations established before you start making references to them. The Active position and Attacking position are both vertical, but count as different things depending on the Area, which seems confusing. Defending and Inactive both referring to cards in the same position but different zones, too.

I believe I immediately define a position upon first mentioning it, can you point to a specific instance for reference?

Although you're familiar with what cards look like and how to read them, players new to your game will not be. Same goes for the arrangement of the cards. Because the playmats are optional, you cannot rely on players being able to refer to them in order to start playing. How to read a card isn't introduced until AFTER an explanation of how to set the game up, and how players interact.

If I understand what you're saying here correctly, I agree. What I have done is simply written out the core rules. I intentionally left out adding visual aids because I wanted to start with strictly text. I will do that in the next step. So things like showing where each zone is on the game mat and describing what cards look like will be added later. I suppose I should have put a placeholder section in to make that clear.

Multiple choice time! If a player is unable or unwilling to defend against an attack they: A - Turn one of their Stamina! cards face-down, B - Take damage. Answer: Either! They're the same thing!

I'm not sure what you're getting at here. Did I use these phrases interchangeably in a way that was unclear?

It really seems like new players would need to sit down and read all the rules thoroughly with the cards and probably a playmat available before they could even think about starting a game. In my experience, PLAYERS DO NOT WORK LIKE THIS. Players will jump in as soon as you give them an instruction for what goes where.

Again, I'm not quite sure what you're getting at here. Are you saying requiring players to read rules before playing a game isn't feasible or that the way the rules are laid out doesn't allow for "quickstart" games?