Designing a War Game WITHOUT Combat. Or, how I learned to stop worrying and love the train.

Designing a War Game WITHOUT Combat. Or, how I learned to stop worrying and love the train.

An overview of the beginnings of my new design, Project Eisenhower. From the initial aims of the project, to the earliest prototype and playtests. References 10 Things Every Game Needs: A Rosewater Classic    • 10 Things Every Game Needs: A Rosewater Cl...   Ten Things Every Game Needs, Part 1 & Part 2 magic.wizards.com/en/news/making-magic/ten-things-every-game-needs-part-1-part-2-2011-12-19