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Re: (TFT) Half-Hex Corridors



Well then we have the age-old question: how do you represent a straight corridor, against the hex grain, that is only one-hex wide?

If it zig-zags, the problem seems to be solved, but you can't shoot an arrow down the "straight" corridor (or can you? maybe the hex edge doesn't block line of sight...I'll have to re-check the AM rules)

There's always the diagonal solution, but that hurts our delicate aesthetic sensibilities! ;)


--- On Wed, 3/11/09, David O. Miller <davidomiller@verizon.net> wrote:

> From: David O. Miller <davidomiller@verizon.net>
> Subject: Re: (TFT) Half-Hex Corridors
> To: tft@brainiac.com
> Date: Wednesday, March 11, 2009, 11:06 AM
> As they say that is really "F__ked Up". Where was
> the quality control? Did the artist that created those and
> the editor of the supplement even play the game? Apparently
> not.
> 
> Of course you always get half hexes when you draw straight
> lines against the grain of the hex sheet. We always simply
> rule that a figure can not enter a half hex and move on.
> Easy and playable. Problem solved. That Cardboard Heros
> Dungeon Floor plan is unplayable.
> 
> David O. Miller
> 
> 
> On Mar 11, 2009, at 12:55 PM, Sgt Hulka wrote:
> 
> > Out of curiosity I recently checked out the thumbnails
> of the Steve Jackson Games' old Cardboard Heroes Dungeon
> floors to see how they used hexes for square rooms. I was
> surprised to see 1-hex wide corridors that alternated
> between full and half-hexes:
> > 
> > http://www.sjgames.com/heroes/artdf9.html
> > 
> > I guess the "ruling" for movement on those
> corridors would be to treat two half-hexes as a full hex.
> But that could get messy if players wanted to start ending
> their moves "between hexes" on a regular board.
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