The idea I proposed was that I could lay in an amount to debunk the idea-guy theory.
The only difference between an "idea guy" and an "idea guy contributing $50K" is a little bit of money.
Where I said I could lay in perhaps 50K and max 100K you pick the lowest number for what reason? To make a stronger point?
It didn't matter if he chose the higher number - both numbers are basically irrelevant when it comes to medium up to larger developments.
You mentioned that you have developed some card games and board games in the past. Did you ever pursue these into commercial enterprises?
You can imagine an idea, work out it's math and it may seem by all accounts and feedback to be the bee's knees of a great game idea, only to find that in practicality at the game development stage that it simply does not translate into a game people are interested in/enjoy playing (prototyping is where you hopefully learn these problems).
It is not an uncommon occurrence on these forums that we have someone new join and talk of their game idea and how they have developed it out on pen and paper. The advice given to you here may at times seem harsh or cynical or even may be interpreted by you as being rude or wrong. Please understand that you have been answered by some who have shipped many games in their careers, some who have worked on projects that incorporate 10's of millions as their budgets, but mostly you have been answered by some that are and continue to be in the "industry" of game development i.e. they have the experience and understanding of issues that you are unaware of but will no doubt face if you pursue this. This is not meant to say forget about it and piss off, it is meant to say "reality check". Accept the reality that there are a crap ton of issues you will need to wade through (regardless of what particular stratagem you utilise to get the game made) and that some of those issues are why people are questioning, advising and at times acting as devil's advocates.