Stiglr wrote:I suppose a "piece number limit" field would provide more flexibility for a designer.... but leaves open the specter of mistaken multiple pieces. Seems to me, if you're building a module for any printed game, pieces are either meant to be unique (unit counters) or are only limited by the # of examples provided in the counter mix (strength point markers, info chits, etc.).
What mistake are you anticipating? The module designer sets up the piece, selects the 'restricted number' trait, and tells it how many there can be.
F&E is once again, somewhat different. As one example, the Federation can have three CVLs, so there's only three in the counter mix. But if one is destroyed, they can build a replacement ('fourth') CVL. Which is why the deck-like functionality occurred to me.
Stiglr wrote:@joel: About the advice, "Don't add a Clone feature to the piece or prototype". Once in a palette, one can drag any number of examples of a piece to the mapboard, with or without a clone feature built into it. Same potential for multiple examples would exist.
As long as you can manage the 'at start stack' part of that advice, that's easy to manage: You can
hide a palette, so that the end user never sees it, and cannot add extra pieces from it.