"The rule of no realm is mine. But all worthy things that are in peril as the world now stands, these are my care. And for my part, I shall not wholly fail in my task if anything that passes through this night can still grow fairer or bear fruit and flower again in days to come. For I too am a steward. Did you not know?" Gandolf
Kyrt Ryder wrote:Just for clarity, is this game primarily intended to be successful in profit, or in education?
Both focuses can be made fun, but there are different tweaks I'd make for either focal path.
Marco Banks wrote:
TOO MUCH DETAIL!
Jason Machin wrote:
Marco Banks wrote:
TOO MUCH DETAIL!
Hey detail is kinda what I'm after.
You're talking about those enclosed thingies aren't you?
I was thinking one of those electric fence with a portable coop doo-hickies.
-how big are those.
"The rule of no realm is mine. But all worthy things that are in peril as the world now stands, these are my care. And for my part, I shall not wholly fail in my task if anything that passes through this night can still grow fairer or bear fruit and flower again in days to come. For I too am a steward. Did you not know?" Gandolf
Kyrt Ryder wrote:
Admittedly this is somewhat complicated by Geoff's 'chicken tractor on steroids' system which uses the mobile runs to generate compost whilst feeding huge piles of scraps to the chickens.
Jason Machin wrote:...can a family make a profit on 3 acres of land?
Kyrt Ryder wrote:A single player cardgame huh. Got to say this is outside my realm of expertise.
That being said, mechanics-wise one thing that vastly appeals to me is *not* incorporating a flat land quantity.
Instead each player is gifted a certain 'resource pool' [which recharges either annually or quarterly] of finances and time/effort that can be applied in various ways. Larger parcels are inherently less efficient in terms of yield per area, but can obtain a greater overall yield. It becomes a balancing act of which type of system the player wants to establish.
This does create a challenge when basing the victory on profit though, because profit can become extractionary unless the game includes explicit penalties [financial or yield-based] or outright prohibits such behavior on the premise that it's a permaculture game.
Jason Machin wrote:
The card games needs to be competitive to catch on. how about at the end of the game the land is sold off. the better the land the more profit. lol who has the best retirement?
"The rule of no realm is mine. But all worthy things that are in peril as the world now stands, these are my care. And for my part, I shall not wholly fail in my task if anything that passes through this night can still grow fairer or bear fruit and flower again in days to come. For I too am a steward. Did you not know?" Gandolf
Four score and seven years ago, our forefathers brought forth this tiny ad:
turnkey permaculture paradise for zero monies
https://permies.com/t/267198/turnkey-permaculture-paradise-monies
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