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Roads and Boats board game mine shaft replacement
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This model uses three sizes of magnets in different ways. The tokens themselves have a space for a magnet approximately 8mm in diameter and 1.5mm tall. These serve to make them gently attracted to each other, making it easier to fill the mine. The others are used in the base and the pusher. They are 3mm in diameter and 2.5mm tall. These serve as detents for the pusher and to help ensure the next token is pulled down. Lastly, there is an optional 12mm diameter 2.5mm tall magnet to sit on the capture or flipper ledge. The flipper version never worked well enough for me, and it's too big, so I ended up making the capture version. The magnets are optional although I like how they improve the experience.
There are a lot of files here. I generated one of each distinct variation. I have not printed all of these, but they are fundamentally similar to each other.
Mag/Nomag = does it have holes for magnets or not?
Timber/Notimber = is there additional texture applied to the tower, cap, and minecart on the pusher to suggest being constructed from wood?
noslot/doubleslot/doubleslotrotated/quadslot = does the tower have slots on 0/2/4 sides to allow the players to see how many tokens are left. The rotated variant is because a late modification made the base not quite square and I didn't want to make it wider just to keep it square, so one version has slots on the side and the other has them front and back.
bare/capture/flipper = Bare is just the tower without any kind of place for the token. Probably the best option if you aren't adding magnets. If you do add magnets, the tokens can have a little bit of exit velocity. Capture uses a strong magnet to stick the token to the platform, but, at least for my configuration, it's face down. Flipper attempts to use the exit velocity and a big magnet to try to flip it before capturing it, but it never worked as consistently as I wanted and it also ended up too big... the whole thing is already really big for the board, but it's hard to go smaller and fit in the magnets. Of course, you can always skip the magnets and scale things down, but the tokens could probably use some weight, in that case.
If you're using magnets, the front and back magnets in the base should attract the magnet in the pusher and the magnet in the middle should attract the tokens. The token magnets were intended to be placed mid-print but the ones in the tower and pusher were intended to be placed during assembly using a dab of CA glue.
You really only need two kinds of tokens, one for gold and one for iron, but I played with a few different designs, so you can take your pick. I colored mine red and gold to match the chits in game. I only use these tokens as proxies for production, once the resource is determined I replace it with a chit to keep the total number of tokens I have to print and keep track of down. The current estimation is that most games won't need more than 20 gold and 15 iron tokens in the mines at the same time and that most maps won't have more than 6-8 mines active at the same time, but those are just guesses based on my experience, I'm still gathering information.
I tried to include my bash script that would automatically export all the distinct STLs from the SCAD file, but printables (for good reason) blocks script files. You shouldn't run random scripts from strangers that you haven't verified anyway. If someone needs that let me know and I'll create a github project or something.
Models on Printables (except for the bash script, that is forbidden. I decided not to use the caps since the magnets force the tokens to stay face down and I wanted to have slots on the sides to make it possible to see how many tokens were left. There are variations with and without a "timber" texture. I ultimately decided I prefer them plain, particularly when they have the slots. There are three variations of the base design, one that's just the headframe, one that has a small area with a magnet underneath to capture the token (still face down), and one that was an attempt to force the token to flip over first. That last one ended up being too big... with just the capture version it basically takes up the mountain hex. It uses 3x2mm, 12x3mm, and 8x1.5mm magnets, but there are versions without the magnet holes and they aren't totally necessary for things to function, although I don't think I ended up generating a version of the tokens without the void inside. The magnet space for the capture magnet is supposed to have a cone above it to make it bridge better, but I had mixed results with PETG and I ended up scraping some material out every time. There are plenty of things you can tweak and hopefully the scad file, while not parameterized, is somewhat readable. If not, I blame Claude. I picked the magnet sizes mostly because those are what I had on hand that seemed like they would work. Originally, the magnets in the base were wider and thinner, but there were some challenges with that. Oh, and I am not printing out 18 of these. I'm going to make 9 or so and around 60 tokens and see how that works out. I don't have a lot of spare room in my box and I only have so many magnets. If I ever run out during a game, I can always go back to the old ways. Anyway, it's late and I'm rambling, but I made an over engineered, over sized mine for Roads & Boats. Now I just need to convince people to play with me.