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UX for Tabletop Games: Why This Flashcard Deck Deserves a Place on Your Desk (Even If You’re Not a Game Designer)

UX for Tabletop Games: Why This Flashcard Deck Deserves a Place on Your Desk (Even If You’re Not a Game Designer)

“Most people’s problems are just interesting design challenges.” That’s a perspective I live by—and it’s exactly what drew me to this beautifully designed card deck: UX for Tabletop Games.

I’ll admit it: I’m a sucker for a well-made card deck. But this one’s more than eye candy. It’s a practical, thoughtfully crafted UX tool that’s surprisingly relevant, even beyond the world of board games.

Whether you’re designing immersive play experiences or mapping digital onboarding journeys, this deck offers 56 UX “laws and principles” that can spark insight, provoke self-reflection, and, ultimately, help you make better design decisions.

Let’s take a look inside—and explore why you might want this in your creative toolkit.

What’s Inside the Deck?

Crack open the sturdy box and you’ll find:
• 56 tarot-sized flashcards, divided into two visual themes: red and turquoise.
• Red cards cover core UX principles—rules like Occam’s Razor or the Peak-End Rule—with explanations and examples tied directly to tabletop game design.
• Turquoise cards lean more practical, featuring design checklists and tips for improving visual, physical, and cognitive accessibility in games.

Each card is cleanly designed with:
• A rule or principle at the top,
• A clear explanation of what it means,
• And a board game-specific application below.

The reverse side includes a minimalist icon that visually represents the principle—subtle, but useful for quick reference.

The Rules That Stick With You

Two cards stood out to me right away:

Card Example: Occam’s Razor

“Removing unnecessary information is the fastest path to the truth.”
It’s easy to overlook this when you’re knee-deep in design. I’ve certainly been guilty of overloading a card or screen with too much info. This card reminded me to cut the noise and let the essentials shine—whether I’m designing a rulebook or a customer dashboard.

Card Example: The Peak-End Rule

“Players judge an experience based on their feelings at its peak and at its end.”
This principle is gold, and not just for tabletop designers. In CX and UX, we often try to make everything great, but that can dilute the experience. Instead, we should focus on crafting memorable peaks and clean, satisfying endings.

In game design, the card warns about visual clutter during those key moments—like final scoring. In product design, it translates to removing friction at the moment of conversion or completion.

The Turquoise Cards: Practical UX in Action

These cards are the unsung heroes of the deck. One of my favourites: Cognitive Accessibility.

“Keep the instructions simple and clear. Remove jargon and acronyms.”

It sounds obvious—but how often do we overlook it in the heat of delivery? Whether you’re building a mobile app, a workshop, or a board game, these reminders keep your design inclusive and stress-free.

The turquoise cards cover:
• Design consistency
• Language clarity
• Colour contrast
• Visual hierarchy
• Physical accessibility

They’re excellent not just for brainstorming, but for post-launch reflection and usability testing.

How I Used the Deck (And You Could Too)

Even though I’m currently designing a card deck of my own (CSS Fundamentals), I found real value using these cards as a self-assessment tool. After building my prototype, I flipped through them to spot potential issues—things I may have missed in the excitement of creating.

You could also:
• Hand out a few cards in a team meeting and critique your game or product together
• Use them in UX workshops as prompts or teaching aids
• Incorporate them in onboarding playtests or user testing sessions

Why This Deck Matters Beyond Games

If you’re not into tabletop games, you might still be asking: Is this really for me?

Yes. Here’s why:
• It explains timeless UX concepts outside the digital bubble—making them easier to internalise.
• It grounds abstract heuristics in tangible, physical experiences.
• It encourages lateral thinking: using lessons from one field (games) to improve another (software, services, CX).

For example: one card introduces the Zeigarnik Effect (we remember incomplete tasks better than completed ones). In the context of a board game, it’s used to keep players engaged. But in digital UX? It’s a clever way to nudge users through onboarding with visible progress markers.

Final Thoughts

Whether you’re a game designer, UX professional, or just someone curious about how to design better experiences, this deck is a gem.

You can grab it at tabletopux.com (and yes, you’ll need to part with a bit of cash—but I think it’s absolutely worth it).

And here’s a thought: Are there other tools like this that bridge disciplines in clever ways? I’d love to hear about them.

In this video, I take a deep dive into the UX for Tabletop Games Flashcard Deck by Matt Paquette & Co.—an unexpected but brilliant design tool. I showcase the deck’s structure, walk through a few of my favourite cards (like Occam’s Razor and The Peak-End Rule), and explain how these principles apply far beyond the world of tabletop gaming.

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