Prototyping

The Perfect Balance: How Sylvan Tactics Combines Depth and Accessibility

One of the biggest challenges in game design is striking the right balance between strategic depth and approachability. A game that’s too complex can feel intimidating to new players, while an overly simplified game might lack the replayability that keeps experienced players engaged.

With Sylvan Tactics, we wanted to create a game that’s easy to learn but deeply strategic, ensuring that every decision matters while keeping gameplay smooth and intuitive. The secret? A “complexity of choice” rather than a “complexity of action.”

Our recently completed Tabletopia virtual playtest version is helping us refine the game quickly and efficiently.

What Does “Complexity of Choice” Mean?

Many games build complexity through intricate rules, exceptions, and multi-step actions. This is complexity of action. The results of your choices are tedious, complicated, or confusing. But in Sylvan Tactics, we focused on giving players a limited number of simple actions with a vast number of meaningful choices.

Take chess (the game that Sylvan Tactics uses as a foundation) as an example. A knight’s movement pattern is easy to remember, but deciding where to move that knight is an entirely different challenge. Every move you make has dozens of potential implications, and high-level play emerges from recognizing opportunities, threats, and long-term strategy.

Sylvan Tactics follows the same philosophy:

  • Every unit moves according to standard chess rules.

  • The core actions—moving, attacking, and playing cards—are intuitive.

  • The way you combine those actions leads to an incredibly deep strategy.

The result is a game you can hold in your mind. You don’t have to constantly reference the rulebook or struggle with edge-case interactions that are rarely encountered. The complexity is in how you choose to express your preferred strategy. The game is called Sylvan Tactics after all.

Preventing “Analysis Paralysis” with Resource Restrictions

One of the biggest challenges in strategy games is analysis paralysis—when players feel overwhelmed by too many possible actions and struggle to make a choice.

To combat this, Sylvan Tactics introduces Sigils, a resource system of cards that are played face down that limit the number of actions you can take on your turn. The number of Sigils you have available to you grows each turn, so your options at the beginning of the game are more limited and easier to plan. But unlike Magic: The Gathering and Lorcana, where you can continuously ramp up resources and cast bigger and bigger spells, Sylvan Tactics caps your resource pool at six Sigils max.

This means:

  • Your choices are meaningful but manageable. Instead of sorting through 10+ potential actions, you’ll usually have 2-3 critical actions to consider each turn.

  • Players stay engaged. Turns don’t drag on as players debate endless possibilities, keeping the game flowing smoothly.

  • Decision-making stays clear and impactful. Every action is a trade-off, forcing you to prioritize your best plays rather than trying to do everything at once.

This creates natural tension—you can’t take every action you want, so you need to think ahead and plan carefully. But you’ll never feel completely helpless, as you’ll always have options that matter.

The Learning Curve: Intuitive First, Deeper Later

We designed Sylvan Tactics so that new players can quickly grasp the basics:

  • “Oh, I recognize this chess board!”

  • “I move my units like in chess, but their strength comes from cards.”

  • “I can summon units with Sigils and attack my opponent’s King.”

From there, layers of strategy emerge organically as players explore:

  • How to manage Sigils efficiently.

  • How to combine card abilities for tactical advantages.

  • How to control space on the board while anticipating your opponent’s moves.

By keeping the core mechanics simple and actions easy to remember, Sylvan Tactics makes it easy for players to jump in and start playing, while offering a rich world of strategy to explore over time.

Meta Game Knowledge: Strategy Without the Homework

One of the most daunting aspects of collectible card games like Magic: The Gathering and Lorcana is the meta-game knowledge required to play at a high level. These games have thousands of cards, with new expansions released constantly. Competitive players must study the evolving meta, predict which cards their opponents might include in their decks, and stay up-to-date with card synergies, counters, and combos.

This is a thrilling challenge for some—but for others, it can feel like a homework assignment before every game night.

With Sylvan Tactics, we’ve removed that barrier while keeping the depth.

  • There are only about 100 cards, and both players pull from the same pool.

  • You don’t need to memorize hundreds of unique deck lists—instead, you can focus on playing the game in front of you.

  • Within just a few play sessions, you’ll develop a strong understanding of every card’s potential, allowing you to strategize with confidence.

But does limiting the card pool make Sylvan Tactics less strategic? Not at all.
Instead of complexity coming from an ever-expanding catalog of cards, it comes from what happens on the board.

With Sylvan Tactics, you’re not just thinking about which card your opponent might have—you’re also considering their board position, their available Sigils, their possible attacks, and their long-term strategy. The depth of play is rooted in positioning, timing, and tactical decisions, rather than an encyclopedic knowledge of thousands of potential card interactions.

A Game That Grows With You

Some games are fun once or twice but lose their appeal once you “figure them out.” Others have so much complexity upfront that only a fraction of players ever stick around long enough to enjoy them.

Sylvan Tactics was designed to be replayable and rewarding at all skill levels.

  • Beginners can focus on learning movement and card effects while experiencing the joy of discovering certain cards for the first time.

  • Intermediate players start recognizing synergies and planning a few moves ahead.

  • Veterans develop long-term strategies, anticipating enemy plays and manipulating the board with high-level tactics.

It’s a game that evolves with you, ensuring that every match feels fresh, exciting, and full of new discoveries.

Ready to Test Your Tactical Mind?

If you love games that reward strategic thinking without overwhelming rules, Sylvan Tactics is designed for you. It’s easy to learn, fun to master, and endlessly replayable—all in a compact game that fits inside a single deck of cards.

Follow us on Bluesky, Instagram, or Discord for updates on our Kickstarter launch, game previews, and behind-the-scenes design insights!

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Are you ready to master the battlefield? Join us in the world of Sylvan Tactics!

Board Game Rapid Prototyping with Dynamic Playing Card Templates

Let’s be real: designing physical games is not always smooth sailing. If your game relies on custom cards, the process of making, remaking, and tweaking those cards can feel like an endless chore. That’s where dynamic card templates make the difference. There are many tools that let you focus on making your game fun rather than spending hours updating stats or layouts by hand.

Early on in the development of Sylvan Tactics I leaned heavily on Photoshop’s scripting tools to generate my cards dynamically. It was a lifesaver for someone who’s both a perfectionist and on a tight timeline. But I get it—Photoshop isn’t everyone’s jam. I have a degree in graphic design and I’m now a professional software programmer, so it’s just what I know. I have almost 20 years of experience with Photoshop and with my scripting skills I can get it to automate almost anything. If you don’t have that level of comfort with Photoshop, thankfully there are plenty of other options out there that don’t cost a dime (or close to it), and they’re perfect for game designers at any level.

Why Speed Matters in Prototyping

Quick prototyping isn’t just about saving time—it’s about unlocking creativity and improving your game. The faster you can create a playable version, the sooner you can test mechanics, tweak balance, and refine your ideas. Games don’t get better by sitting in your head or your notebook; they get better through feedback and iteration. Dynamic templates streamline that process, letting you adjust card stats, abilities, or even visuals on the fly. This way, you can focus on the stuff that really matters: making your game fun and engaging.

Tools to Make Prototyping a Breeze

There’s no one-size-fits-all solution for every designer, but here are some tools that have the most widespread adoption and support within the community. Whether you’re a coding wizard or prefer drag-and-drop simplicity, there’s something here for you.

1. Photoshop (With Scripting)

  • URL: Photoshop

  • Why It’s Great: Photoshop gives you total control over every pixel, and with scripting, you can automate the tedious parts. Need to generate 50 cards with different stats? Done in minutes.

  • Downsides: It’s subscription-based and can feel intimidating if you’re new to it.

  • Who It’s For: Designers who are already comfortable with Adobe tools and want pro-level output.

2. Card Maker

  • URL: Card Maker on GitHub

  • Why It’s Great: Free, open-source, and lightweight. It reads from spreadsheets or text files, so you can quickly plug in your data and crank out cards.

  • Downsides: The interface is bare-bones, so it might feel a bit clunky.

  • Who It’s For: Indie creators or hobbyists looking for a no-cost, no-frills option.

3. NanDeck

  • URL: NanDeck

  • Why It’s Great: It’s free and lets you script your card layouts in a way that’s highly customizable. Plus, it’s built specifically for card games.

  • Downsides: Learning the scripting language takes time, and there’s no GUI to fall back on.

  • Who It’s For: Designers who don’t mind rolling up their sleeves and learning a bit of code.

4. Component Studio 2

  • URL: Component Studio 2

  • Why It’s Great: It’s web-based and super user-friendly. You can drag and drop elements, link your designs to a Google Sheet, and see updates in real time.

  • Downsides: It’s subscription-based, so there’s a recurring cost.

  • Who It’s For: Designers who want a polished interface and don’t mind paying for convenience.

5. GIMP (With Plugins)

  • URL: GIMP

  • Why It’s Great: Free and open-source. With plugins, you can automate certain tasks and create dynamic designs.

  • Downsides: It’s not as robust as Photoshop, and the interface can feel a bit dated.

  • Who It’s For: Budget-conscious designers who need a Photoshop alternative.

6. Squib

  • URL: Squib on GitHub

  • Why It’s Great: A Ruby-based framework that’s perfect for programmatically generating cards. It’s open-source and endlessly customizable.

  • Downsides: You need to know Ruby (or be willing to learn it).

  • Who It’s For: Coders who want maximum flexibility and don’t need a graphical interface.

Pro Tips for Prototyping

  1. Start Simple: Don’t get caught up in making your first prototype pretty. Placeholder art and simple layouts are fine in the early stages—what matters most is testing your mechanics.

  2. Use a Spreadsheet: Link your card generator to a spreadsheet for easy updates. This lets you tweak values or text in one place and instantly apply changes across all your cards.

  3. Get Feedback Fast: The sooner you can test your game with real players, the faster you’ll spot what works and what doesn’t. Rapid prototyping tools make this much easier.

  4. Leverage Community Resources: Many tools have active user communities where you can find templates, tutorials, and advice. Don’t be afraid to ask for help or inspiration.

My Workflow for Sylvan Tactics

For Sylvan Tactics, I used Photoshop scripts to automate my card designs. It was a literal game-changer. Whenever I needed to tweak stats or adjust layouts, I could update my data file and let the script handle the rest. This meant I could spend less time fiddling with design details and more time playtesting. I actually spend more time cutting out the printed cards to slip into sleeves than I do editing them for printing.

That said, no single tool is perfect for everyone. Whether you go with a free option like NanDeck or splurge on something like Component Studio 2, the key is finding a tool that fits your workflow and lets you iterate quickly.

Tips and Tricks

Here are some things that really helped us to streamline the process and prevent errors.

Create an ID number for each card

You don’t want your cards to be identified solely by their name or title, because those things will change over time as you iterate through your design. ID numbers allow you to track changes to a card over time and if you prefix your filenames with the ID numbers it’s easier to see if anything was missed in the export.

Use text replacement signifiers

Let’s say you have a mechanic in your game called “Use” and it’s referenced on several cards in your game. Then, two months down the road you decide to change the mechanic’s name to “Deplete”. Well, now you have to find every instance of the word on your cards and replace it with the new term. Instead, when using special terms on your cards surround them with brackets like {Use} or [Use] and then have your script replace those terms with a constant value across all cards. You can also use this to insert the card’s name into the rules text on the card. For our game, Sylvan Tactics, we have used this technique to allow for name changes seamlessly during development. The card rule text in our original spreadsheet for the card below reads as: “Shadow Sneak - As long as {Name} is not invoked, it cannot be targeted by attacks while standing on a black space.”

Save yourself trouble and headaches with {bracketed} text replacement. No one wants to type “Swiftpaw Scavenger” multiple times…

Final Thoughts

Prototyping is the heart of great game design. The faster and easier it is to make changes, the more room you have to experiment, iterate, and discover the magic that makes your game special. So pick a tool, dive in, and start turning your ideas into something playable. Who knows? Your next prototype might just be the next big hit at game night.

Follow us on Bluesky or Instagram to learn more about our upcoming chess card battling game, Sylvan Tactics.

Embracing Constraints: Designing Tabletop Games with Limitations

Game design is an art that thrives on creativity, and one of the most effective ways to foster that creativity is by imposing limitations. These restrictions can be an incredibly powerful tool for generating innovative ideas and will often push you to “find the fun” within a condensed play space. Recently, we’ve taken on the challenge to design a series of tabletop games that only involve adding a deck of cards to existing classic games like chess or dominoes. Here’s how and why embracing limitations has transformed our approach.

The Value of Constraints in Game Design

Limitations force you to focus. When you’re working within a smaller set of resources or rules, your creative energy is channeled into making the most of what you have. Instead of being overwhelmed by infinite possibilities, you’re given a clear framework within which to innovate. Constraints can also:

  • Encourage Resourcefulness: When you’re restricted in the materials, mechanics, or themes you can use, you’re compelled to think outside the box.

  • Streamline Development: Limitations provide boundaries that help keep scope manageable, making it easier to prototype, iterate, and test.

  • Drive Innovation: By narrowing the field, you’re more likely to come up with novel ideas that wouldn’t arise in a completely open-ended process.

  • Build Unique Experiences: Games designed under constraints often feel distinct and memorable because they’re shaped by unusual combinations of elements.

Designing Games Around Classic Boards

One of our current projects involves creating a series of games that add a custom deck of cards to classic board games, transforming them into entirely new experiences. (And yes, we are still developing video games. Go check out the Steam page for LIMYN.) For example, we are reimagining chess with a card-battling twist in a game called Sylvan Tactics: each piece on the board represents a unit with unique abilities and stats derived from its corresponding card.

A prototype card for our board game, Sylvan Tactics, which is limited to a chess board, chess pieces, and a single deck of custom cards.

This approach leverages the familiarity of classic games while adding fresh layers of strategy and depth. By limiting ourselves to using existing boards and pieces, we can focus our energy on crafting mechanics and card interactions that feel both intuitive and innovative. These limitations also make the games more accessible, as players already understand the base rules of the classic board game and likely already have access to the board and pieces. All that is needed is a small deck of cards to transform the play experience.

As a side effect, this also makes playtesting and iteration extremely simple. We know there are some components of our game that are immovable. We can’t change the board or pieces of chess, but in many ways that is a positive thing for playtesting. We only ever need to change the text or symbols on a limited set of playing cards that we can print at home. Everything else can sit in a box ready for the next round of playtesting.

Types of Constraints to Consider

When designing a board or card game with limitations, you can define constraints in several ways:

  1. Component-Based: Limit yourself to a specific set of physical components, such as a standard deck of cards, a chess board, or a handful of dice. For our series, this means focusing on the classic boards and augmenting them with a deck of cards.

  2. Theme-Based: Choose a narrowly defined theme and build your mechanics around it. For instance, designing a game where players role-play as woodland animals in a tactical battle forces you to align mechanics with thematic storytelling. (This is part of the theming for our remix of chess that we will cover in a future post).

  3. Mechanic-Based: Focus on a particular type of interaction, such as area control, deck building, or resource management, and explore it in depth.

  4. Time-Based: Create a game with a strict time limit for development or gameplay, such as a game that can be played in 15 minutes or one designed in 48 hours. This one helps a lot in getting you to playtesting faster. Testing and iteration are key to finding the fun. You want to “fail fast”.

  5. Audience-Based: Design for a specific audience or player group, such as children, educators, or hardcore strategists. This narrows the tone, complexity, and accessibility of your game.

Case Study: Chess with Cards

Let’s dive a little deeper into some examples from Sylvan Tactics.

One of the earliest challenges we ran into was with health tracking. Sylvan Tactics shares some general mechanics with games like Magic the Gathering where players have to track their health and the status of several other cards that are in play. Dice, counters, and tokens are very common in Magic. If we wanted our game to have player health, how could we do that without dice or resorting to pen and paper? Cards, of course! If you are familiar with card games like Regime or Star Realms you might have seen a similar solution.

Point trackers in Regime

Point trackers in Star Realms

We don’t have a finalized design for what our card health trackers will look like, but they will likely be similar to the solutions found in these games.

But what about card states or damage to individual cards? Again, similar to Magic, we can use rotation/position of the cards. Either 90 degrees, 180 degrees, or even face down to indicate specific states.

We also have the chess pieces themselves to work with. In Sylvan Tactics you place Rooks, Bishops, or Knights in pairs. One of those piece types is placed on the chess board, and the other matching piece is placed directly on the card that it represents. Now, the position of the piece on the card can be used to represent state or we can even lay the piece down sideways to make the state easier to identify. In my case, a piece laying sideways on a card indicates a “wounded” character.

With these limited mechanics we are able to create a fairly large possibility space without complicated extra components or a cluttered game board.

Tips for Designing with Limitations

The first prototype for Sylvan Tactics

  1. Start Small: Begin with a simple, well-defined limitation and expand only if necessary.

  2. Prototype Quickly: Use paper, pencils, and other simple tools to test ideas without committing to expensive or time-consuming components. Our first few playtests were with hand-cut cards from cardstock.

  3. Iterate Often: Playtest frequently to see how your ideas work within the constraints and refine based on feedback.

  4. Embrace Imperfection: Not every idea will work, but every failure is a chance to learn and improve.

  5. Think Thematically: Align your mechanics with the limitations to create a cohesive and immersive experience.

What are you waiting for?

Designing games with limitations is not just a creative exercise—it’s a powerful method for advancing your skills as a designer. By working within constraints, you’re forced to make deliberate, meaningful choices that can lead to innovative and elegant mechanics. If you’re looking for inspiration, consider taking on the challenge of reimagining a classic game by adding a custom deck of cards. Or even just changing the rules. No new components or cards required! What will you come up with?

In the coming months we will be sharing more insights into our design process for our chess card-battling game, Sylvan Tactics. Follow us on Bluesky or Instagram.