Sunday, September 28, 2008

SOBH movement rules for hex maps

On our village map, the current movement rules for hex based maps is very restrictive. There are alot of corners, so it makes it very slow to move around. Its also very hard to check quickly if you or your opponent is making the correct move.

To simplify things, I'm thinking of setting up the following house rules for hex based movement.

Counters are given a default movement of Medium on a map. This translates into generally 5 Movement Points( MP ) on a small map. Short = 3 MP and Long = 10 MP.

Each hex of movement costs 1 MP. Any rough terrain costs 2 MP to enter( forest, brush, light rock terrain). Each additional step costs 1 MP. You can change direction as many times as needed during a movement phase for 1 MP.

Water hexes = These hexes end movement unless you have the special Amphibious.

Example: A wardog with Long Movement has 10 MP on a small map. If the wardog runs in a straight line, he can run 10 hexes. If he wants to run in a zig-zag manner on a hex map, he can only move 9 hexes. Any rough terrain he encounters costs 2 MP to enter.

This will need some testing.

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