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Hexes instead of Squares http://www.worldworksgames.com/forum/viewtopic.php?f=6&t=3463 |
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Author: | CraterMaker [ 12-01-2006, 10:10 AM ] |
Post subject: | Hexes instead of Squares |
Author: | Aleph13 [ 12-01-2006, 11:51 AM ] |
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Author: | CraterMaker [ 12-01-2006, 03:42 PM ] |
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Author: | Slymoon [ 12-08-2006, 10:35 AM ] |
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Author: | Aleph13 [ 12-08-2006, 01:00 PM ] |
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Author: | Slymoon [ 12-08-2006, 01:12 PM ] |
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Author: | Zenguy [ 12-08-2006, 05:32 PM ] |
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Chuckle ![]() Or this, which allows full integration between many of the WWG sets ![]() |
Author: | SeattleGamer [ 12-09-2006, 12:42 AM ] |
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Author: | Spoo [ 12-09-2006, 08:11 AM ] |
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Hexes work if your tiles are hex-shaped (with "rough" edges). Think of the board for Settlers of Catan, but as a single piece. It's the same reason square tiles work so well with a square grid. |
Author: | Conaill [ 12-09-2006, 11:29 AM ] |
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Author: | SeattleGamer [ 12-09-2006, 01:55 PM ] |
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Author: | TheAuldGrump [ 12-21-2006, 10:53 PM ] |
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Author: | Outlaw [ 12-22-2006, 08:43 AM ] |
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Certainly the 1", 1.5", square, hex movement systems present the biggest challenge to design, construction and use of these sets it seems. We see requests for all sorts of gridded patterns and the requisite adjustments in the buildings and constructions to accomodate these patterns. Final decision here...print it ungridded when possible and introduce a measuring device to the game for movement, range etc... Several points to consider: Some sets look even better ungridded (ie. the real world which we often try to simulate is ungridded) Grids lead to premeasuring of distances for those games that don't want you to premeasure. Any grid structure is going to require adjustment of sizes or spaces to become modular if it diverges from the design and require additional work that might make the terrain unusable if/when you change games. |
Author: | JackAce [ 12-22-2006, 12:32 PM ] |
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Author: | SeattleGamer [ 12-22-2006, 12:42 PM ] |
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