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Game Design / TabletopCard and board design

Lord Monster

A tabletop card game where the map changes what a monster can do.

Project period2024.1–2024.4

Lord Monster cover illustration showing two creatures in a gold-framed landscape.

I built the game around the moment a monster reaches its own terrain and flips. I designed the cards, the map, the coins and the package together so that the objects on the table make those choices visible.

How the game works

Where a card lands matters

I designed a set of sixteen cards, with two copies of each of the eight monsters. Both sides draw cards from the box and choose where to place them on a map divided into cliff, forest, ocean and swamp. A card whose habitat matches its placement can flip and use its flip ability. Matching the terrain also lets the player draw two region coins from the box. The board has a separate special coin for starting the game and for effects that call for a toss.

The eight monster designs as a spread. FULL SIZE ↗

Coins can become an ability or occupy a slot

Two coins matching a monster’s region let it use its coin skill. There is another use for mixed coins: one coin from each of the four regions counts as one monster card and occupies a monster slot. I gave the coins these two uses so that drawing them affects later placement, as well as the next skill a player can use.

Once one side has played all of its cards, the side with the higher score on the board wins.

Four region coins: ocean, forest, swamp and cliff. FULL SIZE ↗
The special coin shown on both sides. FULL SIZE ↗

The eight monsters

I gave each monster a flip ability and a separate coin skill. The cards share the same cut outline and gold frame, while the illustrations change when a card flips. The pairs below show both sides of the original artwork.

Cliff

Aquilae · Front FULL SIZE ↗
Aquilae · Back FULL SIZE ↗

Aquilae

On flip Sorcery
Toss the special coin and call heads or tails. Guess correctly to draw four coins at once. Guess wrong and you cannot draw region coins for two rounds.
Two cliff coins Phantasmagoria
Choose two cards to swap. Both must match in whether they have flipped and whether they have already used their coin skill.
Griffin · Front FULL SIZE ↗
Griffin · Back FULL SIZE ↗

Griffin

On flip Territorial Awareness
On the opponent’s next turn, they cannot place a card on matching terrain.
Two cliff coins Roar
Recover the opponent’s defensive skills, or draw two more coins if the opponent has at least two unused defensive skills.

Forest

Behemoth · Front FULL SIZE ↗
Behemoth · Back FULL SIZE ↗

Behemoth

On flip Child of the Forest
Resist an eviction targeting your side’s cards.
Two forest coins Trap
The opponent cannot use coins to activate a card skill on their next turn.
Symbiont · Front FULL SIZE ↗
Symbiont · Back FULL SIZE ↗

Symbiont

On flip Symbiont
Take two unused region coins from the opponent, with a draw of two from the box as the fallback.
Two forest coins Transformation
Change the allegiance of one card. The original rule sheet does not specify the direction of the transfer.

Ocean

Skate · Front FULL SIZE ↗
Skate · Back FULL SIZE ↗

Skate

On flip Purification
Remove the opponent’s negative effects, including Binding, Transformation and Trap.
Two ocean coins Tsunami
Gain one opportunity to move cards from either side.
Kraken · Front FULL SIZE ↗
Kraken · Back FULL SIZE ↗

Kraken

On flip Parenting
On the next turn, the card that flips can use a card skill twice.
Two ocean coins Resonance
Reuse a card skill or coin skill that has already been used.

Swamp

Noctua · Front FULL SIZE ↗
Noctua · Back FULL SIZE ↗

Noctua

On flip Binding
Name an area where the opponent cannot place cards on their next turn.
Two swamp coins Predation
Choose one card to evict.
Monstrum · Front FULL SIZE ↗
Monstrum · Back FULL SIZE ↗

Monstrum

On flip Muddy
Resist a negative effect on one of your own monsters.
Two swamp coins Devour
Resist one negative effect, including eviction or movement, and send it back to the opponent.

Map, illustration and packaging

From slots to a landscape

I first drew the four regions and their slots as a diagram. In Inkarnate I developed the terrain around that arrangement and replaced the rectangular placeholders with the outline of the actual card. The board marks exactly where a card can go while still reading as a connected landscape.

Early sketch with four terrain areas and rectangular card slots. FULL SIZE ↗
Final map made in Inkarnate, with shaped card slots. FULL SIZE ↗

Draw the monsters, then work out how to hold the deck

I sketched the creatures before placing them inside the narrow cards. I carried the border and central crest into the packaging, and tried a sleeve that slides open so the top of a card can be seen and held.

Creature sketches exploring heads, limbs, wings and long bodies. FULL SIZE ↗
Packaging structure studies and the finished presentation rendering. FULL SIZE ↗

Printing and table setup

Compare matte and glossy prints

I tested the cut outline and compared matte and glossy finishes on the same Noctua artwork. The two prints let me compare how the dark illustration and the gold lines read under light.

Cut tests and printed card samples. FULL SIZE ↗
Noctua · matte print. FULL SIZE ↗
Noctua · glossy print. FULL SIZE ↗

See how the pieces sit on the map

On the table, the white outlines show open slots even when a region already holds a monster. I placed the coins beside their cards so they could stay visible without covering the art.

Full table arrangement with the board, cards and region coins. FULL SIZE ↗
Close view of the card edges, marked slots and coins. FULL SIZE ↗