I'm having dreams about the board game I am creating for work. 🙃

Helpful dreams. I'm adding a mechanic that gives the game's facilitator the ability the define features of the terrain that a player lands on after the movement phase.

For example, a Forest tile might contain a Hidden Grove that is rich in resources.

I'm also working out a kind of "Expedition Log" that players will use throughout the game. This will essentially be an element that I call "clandestine evaluation," where the learner isn't aware that they are providing useful evaluation metrics for the activity.

When the game ends, we will quickly compile their logs and showcase the reports they generated by playing the game.

^^ I've been working on this game for most of the week, and it's about 85% complete. has proven to be an extremely useful tool in working out the logistics.

Without it, this would have easily taken me several weeks.

If this works, it can be modified to teach anyone pretty much anything.

This is turning out to be a lot of work. Next up is to figure out the buildings. Depending on the objective of the round, teams will need a command center, resource depots, bridges, defense towers, etc.

As an added twist, the game facilitator can give players an "out". If they draw a bad card, then correctly answering a question about the training topic will allow them to forgo the affects.

I could probably make a gazillion dollars with something like this, but instead it'll be used to keep America safe in countless, untold ways.

I've been saying for years that I could make a serious dent in some super important stuff if I was given some resources to make it happen.

They gave me some resources, so I'm making it happen.

It's going to be *awesome*.

Three weeks into this project and I have just about everything I need to start play tests. I don't want to invest a bunch of resources into printing everything so I had throw together an HTML5 page that shuffles all 48 events cards and displays them in a random order.

Next I added a tile selection panel that chooses a random number between 1 and 6 and defines the characteristics of the tile whenever a player lands on a new one. Is it OMG BEES? Free supplies? Etc.?

What I have is this weird psuedo activity that could be played 100% online, or printed and used to teach an in-person class pretty much anything.

The play tests will be mostly online, to sanity-check the game mechanics. I need the source material to do that and it's still in review, but hopefully it'll be in my hands soon.

I've been doing for decades and I haven't seen anything like this before. It's very cool stuff.

Now is adding panels to either side of the Event Deck that represent resources held by each team. They'll spend these to meet the objectives of the game.

Without , this would have easily taken me months to build.

The game has objectives, and playing it also causes any number unfortunate events. Those events happen in the form of a Peril card (ex: STAMPEDING BUFFAMOOSE - Badly tempered herd animals have destroyed your nearest building.) or a 1-3 dice roll on a tile feature (ex: Hills: OMG BEES - You have thrown yourself into the nearest river.)

When an unfortunate event occurs, players may opt to answer a pop quiz question—on any topic—to eliminate or reduce ill affects.

This could be any topic, but we're going to start by teaching our teams about instructional evaluation. This means preparing an evaluation playbook and coming up with a few dozen questions relevant to the topic of evaluations.

We'll further reinforce this by evaluating the game itself. There will be a pre and post evaluation survey, and an "Observer" role that will keep tabs on key metrics as its played.

After each round, we'll go over the results.

I've got everything setup in a limitless online white board and have built a companion website to handle shuffling the deck, displaying the next card, and choosing one of six outcomes for each tile type.

Three weeks from an idea to a play test, all thanks to .

This is all built to be adaptable. For example if we wanted to teach someone how to secure a production facility, we'd tweak the map so it was laid out like a factory floor, or a warehouse, or some other relevant place. Buildings and resources could also be tweaked accordingly.

It's an instructional toolkit built to put an end to next-button training.

Not much news in terms of availability yet, but I'd like to make a sharable version if I can.

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@kel love the illustration style. What was the prompt for AI?

@vozoto I started with the Command Center and used "1940's poster of a square image depicting a futuristic command center in a densely wooded forest."

Once I had a good output from that, I used it as the source file to generate the rest in Adobe Firefly. They were further adjusted using Photoshop's Generative Fill.

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