#626197
Yeah, sure, throw that on there. "even if playing Borg". Good idea.
For me, the card-development process goes:
1. Concept
2. Gametext for the concept (hard enough to get a whole step to itself)
3. Check / test that the central concept is solid, does what it's supposed to do, and is fun; refine. (most important step)
4. With the refined text, identify and fix edge cases
5. Test that you did, in fact, fix them (and that the card still does what it's supposed to do).
I find that thinking about edge cases like "what will Borg do with it?" before you're even done making sure the concept is solid is distracting and a waste of time. It's crucial, the most important thing in the world really, in Step 4, but feels like nitpicking before then.
For me, the card-development process goes:
1. Concept
2. Gametext for the concept (hard enough to get a whole step to itself)
3. Check / test that the central concept is solid, does what it's supposed to do, and is fun; refine. (most important step)
4. With the refined text, identify and fix edge cases
5. Test that you did, in fact, fix them (and that the card still does what it's supposed to do).
I find that thinking about edge cases like "what will Borg do with it?" before you're even done making sure the concept is solid is distracting and a waste of time. It's crucial, the most important thing in the world really, in Step 4, but feels like nitpicking before then.
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"We pledge our loyalty to the Glossary from now until death."
"Then receive this reward from the Glossary. May it keep you strong."
~Iron Prime