The Idles - Diaries 2: On Making a TCG
Wednesday, November 26th, 2025

It must have been around 2018 when I started developing a TCG called Limbo. I distinctly remember putting together the first prototype over the Christmas break.

The whole theme revolved around the world of the dead, presented in a 1920s noir style - think Coco or Grim Fandango. This is when I pitched it to Mattox from Keymaster Games. He loved the theme and helped me gather some resources, but it eventually became clear that this project wouldn't fit their catalog at that stage of the company's growth.

Why TCGs Are a Bad Idea (Unless You Are Fantasy Flight Games)

The first major obstacle when considering a TCG was the sheer amount of grindy, repetitive work required to manage changes across a large card pool. Fortunately, I could write scripts to ease this burden. The second, and much bigger issue, is the enormous manpower needed to support a TCG. Let’s break this down.

Traditionally, TCGs rely on semi-fixed release cycles to keep the game engaging. What you break / unbalance on a cycle, you compensate for in the next one. This demands a steady stream of content. Every new cycle requires a pipeline involving design work, testing, art direction, illustration, localization, and all the usual logistics, marketing, and production associated with any board game release. The artwork is particularly demanding, usually requiring a plethora of artists working to similar guidelines to accommodate the release schedule.

On top of that, TCGs often involve organized play, which is a whole different operational headache. Unless you have a highly optimized company structure (like FFG, Wizards of the Coast, and a few others), you are toast. The barrier to entry is huge.

A Conservative Industry

Practical considerations aside, in my experience, the board game industry is notoriously conservative. There is very little appetite for anything new or risky, and most publishers are quite small. Small publishers often settle on a specific type of game, theme, or aesthetic, and if they find success, they find it hard to deviate. They generally cannot afford many failed products, which is fair enough.

Larger publishers can be even more risk-averse. Generally, the larger the company structure, the less adventurous it tends to feel. This isn't exclusive to the board game industry, of course (look at the AAA video game sector).

That means, the only ones usually afford to push the boundaries are passion projects, but there’s only so far you can go with passion.

Unfortunately, this often results in a flood of samey releases every year, with everyone trying to avert risk. Safe themes, safe mechanics, safe concepts. And we all end up watching the last Marvel movie that feels exactly like the previous ten.

My new baby, Limbo, was already hitting serious roadblocks before it was even born. A more intelligent and less stubborn person might have called it quits here, but here we are.

What are your thoughts on the current state of the board game industry? I’m very interested in hearing your perspective!

To be continued…

By Unai Rubio
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