So I ordered some posterboard that has the whiteboard finish on them. I plan to mark one up with some markers, for a temporary board solution. If things need to be altered or changed, I can just write it in the marker, or erase what needs to be fixed. I’m going to setup a little board game creation zone in one of my spare bedrooms.

I think I might print out the current iteration of rules so I have something to jot notes on. I still am a little mentally stuck on what the Europe/Danish side will be able trying to achieve during this game. It seems too easy if they could just blow up the Log Flume at any time, so there should be sometype of in-game explanation limiting what they can or cannot do. Actually, I think I just got it. As part of the Scandinavian Alliance, (and to protect the Faroe Islands) explosives have been agreed to not be used in this encounter.

This will open up the ideas of what sabotaging is legit. And I’m thinking it might be interesting to have sabotage attempts remain hidden until examined (if possible) or the waters start flowing. Once the water starts, you can roll to see the effectiveness of the disruption. If enough of the flow of water is disrupted, then the plans are foiled. This will force the game to meet its end condition, and the winner will not be determined until things will be revealed. (I hadn’t thought of this before just now, and am already appreciating the possibilities)

Well, I have a few more ideas jotted down now. And I might be able to create an starting board position, and possibly play a few turns. I have to make cards too, so we’ll have to see. I feel like if I get a general end-to-end in place. With the cards only doing resource generation, (which I could probably code up a quick little script to do for me) I can get ideas for what might be interesting from card playing standpoint.

Since Actions have a cost beyond just the card in your hand, I hope this will allow accumulation of resources early on to spend as the game grows longer.

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