## 1 Introduction  
Digitalization of various social interactions is already a well-established and researched process, with authors examining every aspect of human activity, from education [1] to medicine [2], economy [3], and the arts [4], to name but a few. Digitalization is often seen as \"structuring of many and diverse domains of social life around digital communication and media infrastructures\" [5], and in this sense many authors question which features could be transferred from the analog, physical realm to the digital space and to what extent. One of the approaches to digitalization of existing physical systems of various kinds is familiarity [6, 7], and research shows that the user's familiarity with the system, their knowledge of its rules, and the way different features could be used are important for overall satisfaction with the digital artefact or application. In the transition from the print to the digital medium, it is observed that users maintain their familiar habits, such as reading patterns [8], information organization recognition [9], etc., while adapting to the screen with its numerous advantages and requirements [10, 11]. Familiarity is one of the key concepts when introducing people to novel applications of existing practices [12], particularly in digital channels. Itaps into their prior understanding of how systems or processes work,making the experience feel more intuitive and easier and, thus, more satisfying. In this sense, it is understandable that many digitalization strategies rely on familiarity to help users make a smooth transition, enhance immersion, and improve overall satisfaction with the new digital artefact. The digitalization of existing social and in particular tabletop games is no exception. Game is defined [13] as a recreational activity characterized by organized play through competition of two or more sides with known criteria for determining the winner, and agreed-upon rules. A social game can be defined as a game that emphasizes interaction and collaboration between players, often involving communication, competition, or cooperation in a shared environment. These games typically focus on social experiences, through direct player interaction. They can range from simple party games to more complex, multiplayer online games, but the key element is the social component that encourages people to connect, share, and engage with one another through rules, plays, and culture schemas [14] embodied through the game's mechanics, dynamics, and aesthetics [15], which also include physical materials such as cards, boards, tokens, and other game components. In digital channels, not necessarily in games that already existed in physical form and were digitalized, but in general, use of graphics and sounds is essential for creating an atmosphere \"integral to the game\" in order to achieve \"pleasurable experiences, which can stimulate cognitive and emotional processing\" [16]. Game design is already a well-established field of study with focus on various aspects and models such as MDA [15], MDE [17], or MMDE [18] and their application in contemporary game production (e.g., [19; 20; 21]). Tabletop games are games played on a flat surface, typically a table, and encompass both board games and card games [19]. The design structure of a game [22] may include various elements such as game structure, turn order and mechanics, player actions, resolution systems, conditions for game end and victory, elements of uncertainty, economic systems, auctions, worker placement, movement mechanics, area control, set collection, and card mechanisms. When designing a game, it is essential to carefully consider the various above-mentioned aspects to ensure that the experience is both engaging and balanced. A thoughtful integration of these elements is crucial for fostering player enjoyment and fun throughout the gameplay.