How to design a killer card game in 24 hours (with example)

How to design a killer card game in 24 hours (with example)

Hello, fellow product designers!


Is it really possible to develop a great game in 24 hours? Yes! Today, I'm going to show how we develop games so quickly in four easy steps that you can start today.


AND as a bonus, I'll be giving you an example of a game I developed over the last 24 hours - with pictures for all you visual learners!


As a bit of a background, I own Crated with Love (and Crated Games). We started off as a date night subscription box where we had to develop new games every single month, and have been doing so for nearly nine years! (I can't believe it's been that long)


In order to do this, however, I had to come up with a process that emphasized speed and creativity while also making sure it would be something that was well-received in the market.


Are you ready? Let's get to it!


Assumptions - AKA the Small Print

But wait! Here comes the fine print - the assumptions behind this feverish 24-hour journey:


This process is focused on development.

We're all about idea development. Manufacturing and distribution are like discussing chores with your kids - important but not exactly fun. So let's leave those for another day.


This process is focused on speed.

This process is a rollercoaster ride at full throttle. Speed is essential, and yes, a little bit of failure is not only permitted but encouraged. Think of it as a learning curve, just like trying to assemble IKEA furniture for the first time - with minimal instructions and one tiny multi-tool.


Perfection is overrated.

Just like your kids' choice of music, it's about tolerance rather than perfection. We're always on the lookout for ways to improve, but for now, we're focusing on shaping our diamond in the rough.


This process is meant to be broken.

You can bail out any time. And that's a good thing. By breaking this product development process down into four steps, it allows you to stop, pivot, or start over if something isn't working.


I'll be focusing on game design.

My expertise is board and card game design, which perfectly illustrates this process. Remember that things may shift slightly if you are in a different industry. However, the core foundation of each step should remain the same. So, even if you develop something other than games, this process can still work.



Alright, NOW let's rock and roll.


The One-Day Power Play: An Adaptive Game Development Process


Step One: Find Your Foundation

The first day is simple: come up with a general idea of what you want your game to be.


Many of us as designers always have a long list of ideas floating around our heads, but even if you don't, now's the time to get something down on paper.


Imagine you're Indiana Jones in search of the elusive treasure - the core foundation of your product. It's about finding that 'Eureka!' moment, solving a problem, or finding inspiration from the world around you.


My Example:

I've been watching my two-year-old daughter play a lot recently. She loves memory match games, and she loves food (just like her daddy). She's also gravitated to dice in some of the games I bring home to her.


My idea: Create a new, unqiue mechanic to the classic memory match game that has multiple 'levels' she can grow into while also putting an emphasis on promoting healthy eating.


Step Two: The Research Rumble

This second step is arguably the most important, but it's one many of us do too late in the process or skip entirely.


Once you have the core idea of your game, research its viability in the market. To the best of your ability, see if there is a white space you can fill. Basically, if you launched this into the market, would people buy it?


Tools like Helium10, Ahrefs, and Google Search Console can be your secret weapons. These platforms can help you finetune your offering and can help give you direction on what features you should be focusing on.?


It's also a good day to think up a snappy product name based on your SEO research.


Finally, now's the time to start thinking about your target price point and what cost you should be shooting for if you are choosing to launch this game on your own.


If there isn't a big enough audience, don't sweat it! Just bounce back to Step One. This process is built to help you not waste your energy, so if you don't think this idea is viable, start over.


My Example:?

I first started to research the 'appetite' for toddler card games, and more specifically, memory match games on Helium10 (Amazon) and Ahrefs (Google search). Good news, parents are buying these. I've posted some examples of my research below.


Next, since I also wanted to have a healthy-food element to this, I researched picky toddlers (National Library of Medicine) and typical favorite foods of toddlers (Cater Tots).


Lastly, based on my research, the game needs to be priced between $5-$15 dollars. So components and packaging need to be minimal.


My Idea: Since I know memory games for toddlers sell well and that up to 50% of toddlers can be classified as "picky eaters", I've concluded that my game has a chance of resonating with parents.
I'm choosing the name?Pickin' Nuggies?because it speaks to the gameplay and one of the top food choices for toddlers. Even though we will have some healthy food elements to it, I wanted something that would be attractive to kids.
The game will include 40 cards and two dice, meaning we should be able to meet the price point given expected manufacturing costs.
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Ahrefs results for people searching "games for toddlers"
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Helium10 results for people searching "memory match game"
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Helium10 results for people searching "toddler card games"


Step Three: Design the thing

In my opinion, having killer packaging for your game is more important than having the best playing game on the market. I know, blasphemy, right?


Design is the magic dust that makes your product sparkle. It's the thing that makes a customer pick up your box, flip it over, and give it a try.


Use your research from Steps One and Two to focus on your game's design. If you're as artistic as a drunk elephant, consider hiring a freelancer to help out. Platforms like Fiverr or Upwork are great places to start.


You don't need to have the finalized design at this stage, though. You simply want to capture what you think will resonate with buyers and players. Nine times out of ten, the design will change once you are ready to bring it to market (or if a publisher picks it up), so don't try and be perfect.


My Example:

For Pickin' Nuggies, I want the design to be cute, lighthearted, and engaging for toddlers. BUT, I also want parents to pick it up. Lastly, I want it to stand out from typical pre-K games that tend to be more generic.


My Idea: I decided to go with a kawaii-inspired design with cute food characters. This will set the game apart from other memory match games but also will be attractive to toddlers, who always love a cute little character.
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For Pickin' Nuggies, I wanted colorful, cute, kawaii-inspired food characters


Step Four: The Big Wrap Up

It's the final countdown! Take all the data you've collected in the first three steps and put everything together - the game rules, design, research, everything. Use online mockup tools to build a digital version of your product and create a "print-and- play" version to test.


My Example:

Now that I know the basic gameplay mechanics, the theme, and have a good idea for the design, it's time to create a playable version of Pickin' Nuggies!


My Idea:?

"Pickin' Nuggies" is a captivating and educational card game that transforms the classic memory match concept into an enjoyable food-themed adventure for toddlers. Each card showcases adorable food characters, vibrant colors, and various shapes, with 5 special wild cards depicting healthy food items on a rainbow background, promoting the concept of healthy eating in a playful manner. The game engages young minds with its dynamic three-level gameplay, enhancing memory and cognition while ensuring plenty of laughter and excitement.
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The gameplay is simple yet stimulating. Level one begins with players identifying matching food types by flipping two cards. Level two incorporates a dice, challenging players to find a card matching the color or shape shown on the die. Level three adds another layer of complexity, requiring players to find a card with an exact match to both the shape and color shown on two dice. Uncovering a wild, healthy food card leads to an automatic win in the last two levels, further enhancing the thrill.
This interactive game invites 1-4 players, making it an entertaining activity for both kids and parents. Immerse your family in the delightful world of "Pickin' Nuggies" for a unique blend of fun and learning.
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Conclusion: Breathe!

Phew! We made it! Now is the fun part, go playtest your idea! Take the feedback and run through the process again, or get it ready for shelves or to pitch to a publisher.


Side note, if you can bring all of this data to your pitch, publishers will eat that up! Pun very much intended.


Remember, this process is about being fast, flexible, and feedback-friendly. It's not about waiting for the stars to align for that perfect idea. You'll get really good at brewing concepts, and sooner or later, you'll strike gold.


Just remember, like any good dad joke, the secret lies in the execution. So, grab your tools, fire up your imagination, and let's start creating something fantastic. May the force of creativity be with you!


See you on the flip side,


Tyler Turk

Carine Rosalia

Award-winning toy inventor and Attorney at U.S. Department of State

1 年

This is a great break-down, Tyler Turk! Thanks!

Serena Fadlun

Game Designer / Creator of Happy Haven? / Mojo Nation 100 Recipient 2025

1 年

Wow, what a great article! The part about the research you did is so clear and full of value!

Serena Fadlun

Game Designer / Creator of Happy Haven? / Mojo Nation 100 Recipient 2025

1 年

Wow, what a great article! The part about the research you did is so clear and full of value!

Amazing concept you have there Tyler!

April Mitchell

2024 Game Innovator of the Year| Inventor & Designer of Toys, Games, Party, Novelty & Housewares | 3x Patented Inventor | Mojo Nation 100 Recipient 2023,2024,2025| WIT Wonder Woman Nominee 2023| Military Spouse Advocate

1 年

Very cool Tyler Turk ! I look forward to reading it and giving it a try! It’s always interesting to see and try other game designers strategies!

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