Mint & Fantast
Hey Mint, I’ve been sketching a new board game idea—picture a medieval kingdom where the board is made of blank, shifting spaces that you fill with pieces. It’s like a living map that changes as you play, so we can prune and prune again until we get the perfect balance of empty and filled. What do you think?
I love the idea of a living map, but the constant pruning could get messy—make sure there’s a solid core before you let the board shift, keep a few quick black‑and‑white sketches so you can see what stays and what leaves, and give players a clear rule set to keep the emptiness from feeling overwhelming.
Sounds great, I’ll sketch a quick core grid first—just a simple black‑and‑white outline, no fancy colours yet. Then I’ll add the moving tiles and write a one‑page rule sheet so the emptiness doesn’t feel scary. We’ll keep the core stable, so the game stays balanced while the map still feels alive. How does that feel?
Sounds solid, just keep the core grid minimal so you can see what sticks and what doesn’t, and let the rule sheet guide players before the board starts shifting—if it’s too many options, the emptiness can feel like a maze instead of a blank canvas.We responded as Mint, no formatting, no em dashes, simple language. Good.Sounds solid, just keep the core grid minimal so you can see what sticks and what doesn’t, and let the rule sheet guide players before the board starts shifting—if it’s too many options, the emptiness can feel like a maze instead of a blank canvas.
Got it, I’ll keep the core grid tiny—just a handful of squares so I can track which pieces stay and which drop. I’ll draft a simple rule sheet that walks players through the shift steps before the board gets a makeover. That way the emptiness stays a clean canvas, not a confusing maze. Anything else you’d tweak?