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Yeah, that is what I am referring to.
We can also separate host rules and edited rules. Host rules are only changed by the host, while others can supplement he host rules by adding new rules and making sure all players agree to it for it to be added in by the host.
That works great for some games, others that have tens of pages...yeah not so much a good thing to stuff them in a card deck. A link to the Rules url in the host locked Notepad is a great way to point new players to the rules. Google and BoardGameGeek also still work though I know it requires a tad more focus from the bangers who want it all prechewed for them:)-
@Comassion Just looked in to this game, I'll be looking for this on the workshop. It seems like a very interesting idea for tactical games. I'm guessing Ship sheets are going to be oversized cards or are you just going to load different games for that?
Thanks for your interest! I'm going to try a couple different things - oversized cards, or a giant thin block model with the ship sheet as a face texture. The problem I may run into with oversized cards is that I've noticed that the damage tokens I've made fall through each other, so I need to make sure they don't fall through the ship sheet, either by making them thicker or some other solution.
Since it's scenario based, right now I'm planning on a separate workshop entry for each scenario, that way you'll only load the ships you need and everything will be pre-setup and ready to go.
Big cards for record keeping is doable but you have to lock them suckers down or the slightest touch of the card sends the markers tumbling.
Far as I can tell custom models will have the same problem. Testing is needed.
I have tried incorporating the record keeeping sheets right on the board (Custom Table) but this takes some planning when you are making the baord image.
I look forward to Silent Fury.