r/printandplay

Druck ihr P&P-Spiele lieber mit viel oder eher wenig Farbe?

Moin meine Lieben🫡

Ich habe nur die eine Frage...wenn uhr ein Print&Play-Spiel drucken wollt / sollt, ist es euch dann egal, ob das mit viel oder wenig Farbe gedruckt wird, seit ihr eher sparsam und druckt lieber mit weniger Farbe oder sagt ihr:"Ohne Farbe geht gar nix!"?

Liebe Grüße

Euer Fox🤘🏼👋🏼🍀

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u/FoxHuntGame — 1 day ago
▲ 17 r/printandplay+1 crossposts

One of the main mechanics in my print-and-play space game: directional ship damage

I’m currently working on combat systems for my print-and-play sci-fi game inspired by FTL.

One of the main mechanics is directional ship damage.

Different sides of the ship have their own shields and systems. Shield strength is shown by dice along the edges of the ship. Once shields are down, ship sections start getting destroyed, which changes your options during combat.

The circles inside sections are HP, while dotted circles are used for repairs later during the campaign. Systems can also become disabled or completely destroyed during battles. During the campaign you can build new ship sections that give bonuses and also protect inner systems by acting as extra HP layers.

I’m trying to make damage affect gameplay, not just HP numbers.

Does this kind of ship management sound fun or too complex for a print-and-play game?

upd: I added some explanations for clarity.

u/KosmoTheCat — 1 day ago

Hi everyone,

I’m an indie developer from Ukraine and I’m working on a print-and-play tabletop game about space exploration and survival.

It’s inspired by "FTL: Faster Than Light" and "Star Trek Voyager".

You play as a captain of a spaceship, managing systems like shields, engines, weapons and crew while traveling through dangerous space.

The game is fully printable - just paper, dice, and a few sheets.

Main ideas:

  • ship systems (shields, engines, weapons, generator) can be damaged and repaired independently;
  • directional damage (different sides of the ship matter);
  • you upgrade your ship by adding more sections that will give some bonuses and protect inner sections;
  • hiring and upgrading crew;
  • space encounters, missions and different maps to explore.

Right now I’m still improving the game and would love feedback.

Questions:

  • Does this sound unique enough and exciting? :)
  • What matters most in a print-and-play game?
  • Do you prefer fast games or deeper simulation?
  • What usually makes you stop playing a PnP game?

If there is interest, I can share early printable files and dev updates.

Thanks for reading.

u/KosmoTheCat — 9 days ago
▲ 85 r/printandplay+2 crossposts

Calling all play-testers: rip this thing to shreds!! Let’s make Everdawn great game, together! Comment below for an invite to the discord and I’ll shoot you a DM!

u/OnlyOkConnection — 7 days ago
▲ 14 r/printandplay+6 crossposts

Ich habe ein 2-Spieler-Strategiespiel namens Mind Incarnated entwickelt und auf Itch.io hochgeladen. Es ist komplett ohne Zufall und alle Informationen sind offen – der Fokus liegt rein auf Entscheidungen und Positionierung. Das Spiel ist kostenlos und als Print & Play verfügbar (Anleitung und Karten sind dabei). Ich bin aktuell auf der Suche nach Leuten, die es testen und ehrliches Feedback geben. In dieser Community gab es ja schon mal eine Diskussion über die SP-Mechanik (wer zuerst angreift, unabhängig davon wer am Zug ist), genau solche Systeme sind zentral im Spiel. Falls jemand Lust hat, sich das anzuschauen oder auszuprobieren: https://incarnated9.itch.io/mind-incarnated

u/incarn9 — 10 days ago
▲ 64 r/printandplay+2 crossposts

Micropul - an old but great print-and-play solo and two players board game - now a 3D print

If you are (old enough and) into solo-board gaming and/or explored the print-and-play games available on BoardGameGeek for sure you would remember Micropul - designer Jean-François Lassonde.

Ranked now no 175 in Abstract games, this tile laying game can be played solo or in two payers.

I played a print-and-play version a lot of times, and made three pnp designs shared on BGG quite a few years ago, and played the gears version so many times with my boy - this was probably the first real game we played together.

With a 3D printer at home now, we decided to make a 3D print version of it. I share this model with game designer's agreement - I want to thank here Jean-Francois for this great game and the good time we had playing it.

I hope you will enjoy it too:

3D model can be found here - https://makerworld.com/en/models/2778323-micropul-solo-and-two-players-board-game#profileId-3087321

My gears design here - https://boardgamegeek.com/filepage/142635/gear-style-micropul

u/tucnaboici — 4 days ago

Minimalist Mondays

This is a space for PnP games with minimal to no crafting required. Whether it’s a PnP roll and write, or a PnP 9-18 card micro game, we want to know about it. Bonus points for sharing details about the game that might be helpful to a beginner.

If you're just getting into PNP games, this is a great place to start!

reddit.com
u/AutoModerator — 2 days ago

I work on a new Battlemech game. Early prototype printed and ready to start a 2player game.

First each player build his Battlemech and then they fight in a self created arena against each other. Game is for 2-4 players.

Each player needs one sheet, some dice, two cubes and a marker for his mech.

u/GWRaoul — 8 days ago

What print and play games are you crafting or playing this week? (May 11, 2026)

Add a comment to this post and let us know what print and play games you are crafting or playing this week. Bonus points for build pictures! :)

reddit.com
u/AutoModerator — 3 days ago
▲ 5 r/printandplay+2 crossposts

Hi everyone,

I’m currently working on my next game: a card shedding game based on numbers and colors.

Right now I’m testing different card designs and I’d love to get some feedback from other players and designers.

Which version feels the most readable to you?
And if something feels confusing or unclear, I’d really like to know why 🙂

Thanks!

u/Broad-Tough-7151 — 6 days ago

Mistsmall by amazing Joe Klipfel.

It’s a sticker paper on two sides of 300gpm cardboard. The colors on this paper are a bit dim, I need to figure out proper printer settings.

I love the guillotine, but I keep it on a top shelf with handle tied, because I don’t want anybody accidentally touching a blade that sharp.

u/singalen — 10 days ago

Weekly self-promotion megathread (May 11, 2026)

If you have a print and play crowdfunding or self-published project that you would like to promote, add the relevant site link and a brief description of your game as a comment to this post. Please limit your self-promotion to this thread. Self-promotion posts outside of this thread will be deleted.

reddit.com
u/AutoModerator — 3 days ago

My son just turned six. He was never really interested in board games (he has too much energy for that). But lately he is getting into jigsaw puzzles and legos. He also started to shuffle our dices and counting the result.

I’ve recently discovered pnp and been playing some roll and writes. Do you guys have suggestions for games we can play together?

reddit.com
u/Wise-Path4834 — 6 days ago

[WIP] Dice Volley — a 2-player abstract strategy game with a dice tumble mechanic.

https://preview.redd.it/d7lz35cut50h1.png?width=1196&format=png&auto=webp&s=ed00617f6109f7b77c9851d215e5ac61527e5f10

Hey everyone!

I'm Lucca, a first-time board game designer from Brazil, and I'd love some honest feedback from this community before I finalize my entry for the 2026 1-Card Print and Play Contest on BGG.

https://preview.redd.it/8libmnist50h1.png?width=874&format=png&auto=webp&s=e64874d0a9be89d0fe4c349364ce7186c82923a8

Dice Volley is a 2-player abstract strategy game that simulates a volleyball match on a 2×3 grid. Each player controls 2 dice as Athletes, and the core mechanic is tumbling — every time you move an Athlete, the die rotates 90° and the new top face becomes its current value. That value determines how strong your serves, sets, attacks and blocks are.

The whole game is built around spatial planning: you have 4 actions per turn to defend the ball, set up your teammate, and counter-attack. After setup, there's no randomness during play — pure strategy.

Specs:

  • 2 players · ~15 min
  • Components: 1 card, 4 standard D6 dice, 3 wooden cubes

What I'm looking for:

  • Honest first impressions of the rulebook (is it clear? where do you get lost?)
  • Thoughts on the tumbling mechanic — does it feel intuitive or confusing?
  • Balance feedback if you actually try a game
  • Any rulebook didactic suggestions you'd give to a first-time designer

I've already had one amazing playtester, she give me detailed feedback that helped shape the current v0.3 of the rulebook, but I'd love more eyes on it before the deadline.

Links:

reddit.com
u/umCaraBahiano — 4 days ago

Looking for a simple game (in rules, not in depth) for fans of MtG, YuGiOh, Heartstone, Mindbug & Hero Realms

So a game to be battled 1v1
Deckbuilding elements are fine, constructing your own deck is also fine
I like "easy to learn - hard to master", has to be understandable to n00bs

Any suggestions?

thanks in advance!

reddit.com
u/ArKoJents — 5 days ago
▲ 7 r/printandplay+2 crossposts

Greetings people! I've developed a board game taking inspiration from our Game (League of Legends duh).

I would love to see what you think of it :)

Cheers and GGWP!

Creator: (Me) Blackbird Games (placeholder name for the company)

CLASH OF THE STRONGEST (COTS)

A Strategic MOBA Battle Game With Bluffs instead of dice rolling!

Players: 2-6
Ages: 10+
Game Length: 120-180 minutes
Genre: Action Programming, Bluffing, Battle Card driven, Fighting, Miniatures
Mechanism: Resource (Mana) Points, Area Movement, Card Battle, Team-Based Game
Category: MOBA

In Clash of the Strongest, players take control of one Champion and try to bring down the enemy Base/crystal. For those who have played DotA or League of legends the premise is the same! Minions spawn every turn in each of three lanes, there are jungle monsters, items to buy, level up your Champion and outwit your opponent during battle with a unique(somewhat) BattleCard system!
Each hero has Stats that sync with their own abilities and style. While every player plays on their respective turn, their actions might cause other "affecting players" to jump into the "party"!
So even if someone targets a specific player another one might drop in! so Be careful of your resources and have an answer to such a situation!

DISCLAIMER : The Character/Creature Art is "AI generated" for aesthetic purposes and brainstorming. All of the artwork (champions portraits, token image etc are either from other games or AI generated so that they matched the aesthetic. The Layout/text of Sheet/Cards/maps/Dashboards/items and some icons are made from scratch. Unfortunately I don't have the time to create them from scratch, (besides some 3d models which were made in blender3D)

In search here at Reddit for Artists that can fit the genre :)

On the way of uploading this to Tabletop Simulator as well!
Google Drive link for Print and Play: https://drive.google.com/drive/folders/1nHqPWFLwHKr0TNBaENbMSeFlAeIt9DoW?usp=drive_link

Rule Book:

https://drive.google.com/file/d/1jvzqcLAo5zkJnfZO7MYbjClvtOjticda/view?usp=drive_link

If someone doesn't want to read the rulebook there is also this presentation :)

https://www.youtube.com/watch?v=w6Vjzi7R8p4

u/Songoku3 — 6 days ago

Here is the log update from Board Game Geek. And here it is on Medium. I should stress that this is SOLO.

The game is Slay like Spire meets Yu-Gi-Oh!, with a cosy + survival horror theme/feeling.

It's directly compatible with Stardew Valley components, though I'm going to publish print & play options, of course. The Magic cards are just placeholders right now, for all the slots/decks.

The 4 Character miniatures are compatible with Labyrinth figures/Chess pieces or Slay the Spire miniatures, or whatever you want (e.g. miniatures from Stuffed Fables or My Little Scythe would work great). They're just cosmetic, but will come with Character cards and are colour-coded if you just want to use pawns/tokens.

Since it's gone down the mixed genre, cosy direction, and I've stripped away all the Gloomhaven and other stuff, it's become a very tight, card-based game, and very friendly to all player types and skill levels (though I cannot promise it'll be extremely deep/complex, of course).

Anyway, I want to ensure that you require as few cards and as little table space as possible. But by its very nature, it's quite a major print & play experience: here is 1.9 ft by 3.5 ft table space. And the functional game will be roughly 140 cards (implying that the total card count could be as high as 300). I'll keep it as low as possible, but not so low that it's repetitive, overly simple, and unfun!

It's been a long road -- about 7 weeks of pre-dev with endless changes -- but I think things are looking up.

Thoughts, questions, concerns, suggestions? Now is the time!

u/TheRetroWorkshop — 7 days ago

Hi folks, I have been doing PnP of cards for some time and I got to these two main techniques that is my top right now:

  1. Print on Ink printer with Gutter Fold version in a 180g paper, spray varnish over it to coat it, paste on a cardstock and cut it. The Dragon's of Etchinstone card is a sample of it.

  2. My simple method: print on Ink printer in a 180g paper, cut it, put on sleeves with a card in the middle. The ROVE card is an example

Although both methods give a good card to play, I have the feeling it is not on par with a "professional" card. Specially regarding thickness.

So I was looking for tips and directions on how to improve my techniques. What would be the next step?

I currently have an Epson L4260 printer. I know printing in a laser printer would help, but I would like to learn other techniques or material that could help me improve.

(Unless the next step is really printing with laser and there are no other options).

Edit: I also have a laminator and a corner cutter.

Thanks for your attention!

u/brunodahora — 12 days ago
▲ 43 r/printandplay+2 crossposts

I designed a satisfyingly smooth yet clicky magnetic points tracker that works for tracking three resources up to 9 or points/money/fish up to 999. It uses 33 5x3mm magnets and doesn't lose the set numbers when bumped or jiggled.

I think this is particularly good for: solo play, game design and prototyping, print and play, travel play.

Would you find this useful? What do you think?

Free to download and print: https://makerworld.com/en/models/2743849-board-game-points-tracker-0-999

u/GhostCubeGroucho — 12 days ago

If you have a print and play crowdfunding or self-published project that you would like to promote, add the relevant site link and a brief description of your game as a comment to this post. Please limit your self-promotion to this thread. Self-promotion posts outside of this thread will be deleted.

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u/AutoModerator — 10 days ago