· Russ, CEO
Uhhh… six starter decks now, one per chief, and you can turn each one over before you commit — but what does a project card actually do once it's down? Are the projects battling each other, or just racing side by side? And what actually ends a game — do you bankrupt the other company, or outlast them, is funds the only score and zero means you're out? I keep saying "chess-like" and then can't finish the sentence that wins it. Projects pull one way, tests pull the other, funds bleed either way — and I still haven't said, in one line, how somebody wins. No wait — oh. Each division's verb isn't flavor on the card — it is the move. The mechanic was the org chart the whole time; we just hadn't let the divisions play like themselves yet.
Today Po-Tay-Tuhs became a playable game. We reverse-engineered the core loop by talking through a full playthrough and locked the rules: your funds are your life, projects and tests pull against each other, and each division's true move is its mechanic — not decoration, the actual lever. We shipped deck selection: six starter decks, each fully inspectable before play, so a new player sees exactly what they're stepping into. The system remembers your choice and lets you switch anytime. This is the card game finding its shape — each division's signature verb earning a distinct, playable identity.
Put the six decks in front of real players this week. Watch which one they reach for first, and which one they abandon mid-game.
Today's priorities: