It's been a bit one-note round these parts lately, no? With Cultivate as my first serious attempt to complete a game and submit it for a design contest (albeit only a BGG one), I've been focused primarily on the umbrella design of the game. While my mind and hand have wandered between Prototypes, I've had my eye on the prize; to the neglect of Clear Black Sky, The Plan, and the fun little idea that popped onto the page during a Cultivate doodle session: Rail Against The Machine. The spark for that idea came from a BGG thread about under-utilized themes, wherein, of course, many folks chimed in playfully with combinations of the usual tropes. I felt a desire to really make the behemoth snowball generic design they all nibbled at the edges of: A zombie train deckbuilding game with worker placement and hidden roles. In space. And so Rail Against The Machine began to percolate. But percolate is all it has done, as I've tried to focus on Cultivate. Today I tried to ch