Tiled Movement

craft

#1

I’d like to share the tiled movement I used in my last ICRPG game. Same CLOSE, NEAR, FAR movement (which is one of my favorite CORE concepts ), but replacing close with engaged/ melee.

Very much inspired by Zombicide.


#2

Base tile.


#3

Tile with modular terrain.


#4

Base tile with terrain & minis.


#5

Very cool! Only adjustment I’d make is make the squares 5x5 so I could fit index cards on them (like for an area effect, threat or treat, …) but that’s for my style.


#6

This abstract square system also removes one of the hidden problems in normal grid combat. that being base sizes. I have played with people who also enjoy the warmachine/hordes style of base, but they were always causing issues on the standard 1" grid.

My question is, what is the maximum capacity of a square? Does a horde of goblins take up a 4" square? If so, how many players can enter that square to fight it or do they fight from the adjacent square?
Any information you have on these logistical issues would be appreciated, because I am very tempted to try this style of “grid” myself.


#7

The card stock comes in at a nice 12x12 inch square, so this keeps thr LOE minimal. You can still chuck index cards on top though.


#8

What ever can fit…maybe even to the bases flowing over to degree. But much like ICRPG, I consider the squares abstract guidelines, like CLOSE, NEAR, FAR, not specfic measurement.

Something to be said about NOT counting squares & dropping the tape measure -> Acceleration to the devastation!


#9

Love this idea! Makes distance very clear without the strict ‘square counting’. Also looking at your terrain piece seems like it makes a good modular style game board.

Acceleration to the devastation!


#10

This is great, especially to make use of the many games that have tile resources such as the D&D Adventure games, Descent, Gloomhaven, etc!

I’ve used these for lots of RPG hacking in the past, but you’ve really given me an ah-ha moment by showing me how to apply close/near/far in an intuitive way to these type of game components!