Mirth and grace adhere at the outset to the more primitive forms of play. […] In its more developed forms it is saturated with rhythm and harmony, the noblest gifts of aesthetic perception known to man. Many and close are the links that connect play with beauty.
Arguments about theme generally strike me the same way arguments about whether a color is ivory or eggshell would.
I feel like being able to be really critical of your own work is probably the best skill a board game designer can have.
The struggle to win is itself holy. But once it is animated by clear conceptions of right and wrong the struggle rises into the sphere of law; and seen in the light of positive conceptions regarding Divine Power it rises into the sphere of faith. In all this, however, the primary thing is play, which is the seed of that ideal growth.
No sense reinventing the wheel, especially since that approach is sure to lead to exceeding your budget and missing deadlines. Don’t endanger your career. Plagiarize. There’s no copyright on ideas and most of the ones you need have already been thought of and thought out by more experienced designers. I know, I often steal from myself (as well as others, that’s why I’m an expert).