
This is before I glued everything down.
I’ve finished the first draft of the new board. Its not much to look at, but its purely for prototyping and playtesting. I am trying a new thing where I make things as rough (but clear) as possible to prevent myself from getting caught up in the artistic side. I know I talk about this a lot, but it really is my weakness. Every time I sit down to work on Kalimundar, I dream about how amazing it will look with all the final art.

Everything glued into place and labeled properly.
I imagine the whole game will have a dark, rusty, beat-up feel to it. The ship will be very detailed, so that you can see all the panels and switches, spare boots strewn across the crew quarters and tools scattered about engineering. Wires and cables run everywhere, and the dim walkway lights cast shadows across the cramped rooms and corridors. You’ll also be able to see the outside of the ship, which will be beaten and speckled with strange hard-shelled sea creatures, as well as the murky depths all around the ship, filled with schools of alien fish, kelp leaves, bubbles and floating specs of debris. It will be epic to match the game itself!

The green counters represent power which gets used up as systems are activated.
Ship stats are no longer assembled by mixing and matching board sections; instead, each crew will be of one of the three races, Cesson, Amok or Iligo. Each race has a backstory and specific strengths. For example, Cesson are warriors. If you’re the Pilot and you choose to be a crew of Cesson, you add +2 Strength to the Hull of your ship and also gain the racial ability “CESSON: When hit, decide which section of the ship is damaged” Racial Abilities are powerful one-time use effects that can only be “refreshed” by paying your crew while in Port. Right now the abilities we have are as follows (thanks to Matt for coming up with this first draft of abilities):
ENGINEER
ILIGO: Fully Repair 1 module
AMOK: STABILIZE the ship without using power
CESSON: Generate 2 power
PILOT
ILIGO: Change DEPTH during Engineer turn phase
AMOK: SPEED BOOST or break ENEMY TARGET LOCK* without using power
CESSON: When hit, decide which section of the ship is damaged
TACTICIAN
ILIGO: Re-allocate any 1 power
AMOK: Skip TACTICAL CARD draw for this turn
CESSON: Score an automatic hit with a single weapon
*Read “EVADE LOCK”

The next step for me is deck balancing. We’ve now nailed down the ranges of stats for a ship. Next I will look at all the weapons strengths and speeds and compare these against the enemies you can encounter in the game. I want to make sure no enemy is too strong or too weak, and that many require the full use of your ship systems in order to overcome. For example, if activating BOOST (which adds +2 to your ship speed for one turn) might be the difference between taking damage and avoiding enemy fire, then it makes it important for the Tactician to consider. If however the enemy has a very small chance of hitting the ship as is, or is almost certain to hit the ship regardless of BOOST, that totally removes the value of that system. So I need to go through and balance all the cards in this way, in regards to the changes we’ve made.

Power must be generated and allocated now, which is new.
Plus, many mechanics have been changes or removed. Decks need to be reworked to reflect this. Hopefully we’ll be ready for another playtest in the next few weeks.