J C Lawrence<p><span class="h-card" translate="no"><a href="https://tabletop.social/@harperrob" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>harperrob</span></a></span> <span class="h-card" translate="no"><a href="https://thepage.house/users/grayson" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>grayson</span></a></span> <span class="h-card" translate="no"><a href="https://mastodon.social/@Moonrider_acme" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>Moonrider_acme</span></a></span> One of the great attractions of the <a href="https://tabletop.social/tags/18xx" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>18xx</span></a> for me is that the prototyping ecosystem is fairly well developed. It doesn't need inventing from whole cloth. </p><p>My XXPaper draws all the assets etc in the manner I prefer (and is tres easy to manage). 18xx-maker handles maps and markets, and can generate Board18 gameboxes. I run <a href="https://b17.kanga.nu" rel="nofollow noopener" target="_blank">B17</a> (a Board18 instance) for 18xx designers and developers to the same end...and after that it is mostly just some Google sheet poking/automation to get a nicely playable online game, or a few minutes effort to make a highly playable tabletop copy fit to challenge or comfortably exceed any commercial publication.</p><p>Caveat: There's also a few $hundreds (~USD$500) invested in specialised equipment for rapid/cheap/east prototyping on the tabletop side (custom dies, die cutters, specialised laminators etc).</p><p><span class="h-card" translate="no"><a href="https://a.gup.pe/u/18xx" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>18xx</span></a></span></p>