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Custom Cards Board

A topic by altohater created Feb 22, 2026 Views: 334 Replies: 6
Viewing posts 1 to 4
(1 edit) (+2)

I've enjoyed the free print to play version very much. I'd wager I've put about a dozen hours over several breakfasts playing runs. I'm a type of person who likes to tinker with whatever they're playing, so I decided to make my own.

I edited the sprites in the PNP myself to remove the numbers and icons. I won't be posting those since I feel it's disrespectful to the creator.


Dungeon Shackles / Maiden Cuffs

2 Strength | -1 Conquest | 2 Peril

On play:

Top Row: Set a Hero's resolve to 1/0

Middle Row: Steel a hero's resolve without playing a card as a peril

Bottom Row: Set a hero's resolve to 2/0


I haven't playtested this card much, but it seems to slot in nicely from the few runs I've played it in. And I don't think it overlaps with Captain of the Guard too much. (Though that's subjective)

I hope this inspires others to make their own cards and share them here, or elsewhere. If I make more cards I'll post them here. Every card I make is a love letter to how this game has made me feel about what a card game can even be.


Thank you!

edit: Haven't given it a miniboss effect as I play without them. I find it less stressful for how I play.

(1 edit) (+2)

Did some digital art for Dungeon Shackles, and thought of a new card as I looked for art inspiration (New York Public Library digital collections is great!)

I'm really happy with how it turned out! I admit I spent more time on the formatting of the card than anything else.

And as for the new card:

Elite Sponsor / Coward

4 Will | 2 Conquest | 2 Peril

Top: This has -2 for each PERIL in this row and column

Mid: This has -1 for each PERIL in this row and column

Down: This has -2 for each PERIL in this row and column

My big idea after seeing this fellow with a (Quite fancy) double hat was of a VIP character that pays for the descent into the fort.

He comes along (Foolishly, the man is not built for combat or survival) and you must protect him from the perils of the fort so he'll continue to give financial aid to your party.

His peril being Coward is him being an active detriment to the party with how little use he brings. A scared, arrogant man who wanted to taste danger by having a gaggle of heroes as his bodyguards, which they are no longer.

Hope people like these! After seeing Alfred's video on photobashing Gloom Swiller I wanted to give it a shot myself. I haven't seen much of the cards beyond blurry, moving footage of them in the Brute Fort intro so it was mostly guesswork trying to make these style-accurate to the rest of the deck. But I think they look alright!


Thank you again!

Developer

Wicked! It's really cool to see some homebrew cards here. You got the artwork style spot on!

(+2)

Thank you so much! I felt really driven by the game's aesthetic and art methods to make my own. Throughout the day I even made more cards as well! (Along with a short story, I like creative writing)

Definetly more on the body horror side. I really enjoyed making the art for this one. I even got inspired to write a tale about the card in the fort! (The first Brute Fort fanfic?)

It's in a pastebin here: https://pastebin.com/SmUmLrvE

The card itself works as a volatile board definer. Enabling heavy resolve steeling, but needing a whole row and specific draw timing to be most effective.

I saw a drawing of clergymen (?) standing close together in a public domain archive. It spoke to me about body doubling, possesions, exorcisms. Two souls in one body. And I felt a good analogue for Brute Fort was tucking. Two cards in one space.

The card itself needs some setup and resolve for one tuck, so I don't think it overshadows things like skeleton key. And in the top row even has a fairly cheap tuck.

Last one. I wanted to have a card that interacted with resolve directly (like Captain of the Guard), but being scoring based. And I arrived at this. I aimed to make it an early investment definer (like Reviver Brew, maybe).

I'm really happy to hear you liked the cards! I've been a fan of your other works for a few weeks now and getting to make fan cards for this has been really fulfilling!

(+1)

Back again!

I made some more art, enough to have a full 8 cards. I slowed down on making them gameplay-functional, (I truly ran out of ideas), but when I do come up with things for them to do, I'll see if I can maybe make a trailer or demo video for them on Youtube. All depending on Alfred's permission.

The three new entrants are the Gatebusting Kit, Doomed Explorer and Wrought Maiden. The kit is based off of clasic lockpicking kits and the such. I used a diagram of an old ad for a lockpick-proof-lock to make a bizarre looking tool. I imagine it'd work as a deck manipulation card, maybe having to do with the bottom of the deck.

The Doomed Explorer (I hope) gives more flavor to how dangerous the Fort is. And how someone outside the Heroes and their allies might end up. A man with a lethal wound from an encounter in the dungeon, finding the party too late to be saved, but maybe not late enough to be of use. Maybe he would cost less or even zero if one or more of your heroes is at 0 resolve?

And the Wrought Maidens are some sort of constructed group of noblewomen. Giving strength in numbers, and vulnerability in crowding. Maybe they'd have high cost but make ally cards in their column cheaper.

I also made some PERIL sides 

I like how they came out. The first one is for the Wrought Maidens. Some sort of protector figure overlooking them. The second one is for the Elite Sponsor, the Coward. And last is for the Dungeon Shackles. An iron maiden with viscera on its half. (It's a ribcage from an old anatomy book. Too gorey?)

I've been having a lot of fun doing these, and it's taught me a lot about different art techniques for the programs I use. I'll definetly try to make fully completed double sided cards, and print them out at least for myself.

Thanks for reading!

Developer

I love how much flavour you're packing into these - it's a really great feeling for me as a designer to see someone picking up on the implicit themes and not-too-obvious storytelling of the game

(+1)

What captivates me about the cards here is how much isn't said. The black/white nature of the artstyle means there's little detail one can add without the art becoming incomprehensible. It's ideal for 1 subject and minimal to no backgrounds. 

The size and displacement of the art box also helps with this, I think. A lot of the card is taken up by the checkered border, then the art and rules box is specifically not centered. It gives less space to would-be background detail, and encourages a single, legible subject even more.

It's a lot of fun to make homebrew for this game, and I hope other people do so too :]