Dwarven Tiles

Tiles are making a comeback. Or at least, they might. I am releasing a beta version of the Dwarven Halls tile set we developed last spring for open playtest. Each tile is placed on a 3x4 section of the board, and may subtly, or not-so-subtly, change it.

The idea is to have a readily accessible way of adding spice to existing maps, and of varying their look. This is particularly true of the Dwarven Halls, which can be twinned to make a full length map. Now, each half can be slightly different. This is true of the single map as well. Although both halves of the Dwarven Halls are mirrors of each other, now winning your map Champion test has a very tangible benefit; first choice of tile along with side. Nice. And if you win the roll and want to defer to give the side/tile choice to your opponent (presumably to set up some trick during your set-up) that's fine too.

Adding tiles also adds victory areas. Any tile that is on your opponent's side of the map (divide the map by drawing a line across it's short axis) is a victory area for you. That has implications for wandering monsters and scouts, as well as for normal game play.

Historically, tiles have a mixed reception. While they clearly add to tactical aspects of the game, the problem was that simple tile placement was criticized for eating into the actual play time of the game. I think we have solved that fairly readily in a couple ways. The first is to only allow tiles to be places in specific locations on the map. The second is to only permit a limited number of tiles to be used.

So, lets see if that worked. Grab your tile kit Here. ...and then let us know what you think, right here in the comments section.

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caleb's picture
Member since:
7 July 2011
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31 weeks 1 day

so, where do we get the original dwarven halls map?

tried's picture
Member since:
12 January 2010
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15 hours 31 min

PM me. We'll figure something out.

Miniatorix's picture
Member since:
8 July 2011
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2 days 21 hours

Interesting idea. Looking forward to see what other maps you might spice up.

BTW the pdf states the opposite of what you wrote here above.

Quote:
Any tile placed on your opponent’s half
of the map (measured across the short axis) is a
victory area for your opponent.

So which is correct?

tried's picture
Member since:
12 January 2010
Last activity:
15 hours 31 min

oops. what I wrote here is correct.

If you place it on their half, its your VA.
If you place it on your half, it is their VA.

bshugg's picture
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11 July 2011
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4 hours 43 min

I really like the concept a whole heck of a lot. When we first transitioned from tiles to maps with the Fane of Lolth at GenCon I mentioned to Ian and Shue that we needed to be able to customize the maps along this sort of effect to keep the strategy level high enough to make the game interesting. I was wrong for sure because there was still a high level on the maps with out adding tiles. Doesn't mean this isn't a great thing to have.

For a first attempt I think its maybe significantly tamer than it needs to be. Making each tile have a specific spot and orientation dilutes the effect a great deal. I can completely understand that you want to test these things out at a controlled pace so its fine as is.

The way I picture something like this working is having 2,4 or 6 fixed areas on a map with 2-3 tiles that can work in each area. I know that is significantly more resources to create. Or alternately having smaller tiles 2x2 or 3x3 maybe that can be placed ANY where on a map. That would really allow for some customization when you can add or delete walls or block a huge portion of LOS through a choke point.

Also my first instinct is only a few really do anything interesting.

D1 doesn't do much at all as its easy to bypass and not much game inpact.
D2 is the most significant but I believe you can still get some nasty LOS shots through it due to the clipped corner. Unless the whole tile is smoke. It's hard to tell in the image. if the right most row counts.
D3 just randomly makes ranged bands better on a very open map to start by removing some more LOS.
D4 again doesn't really choke things or do much to impact the map
D5 is my favorite as its adding a fun effect to use strategically.

Maybe playing dual maps changes this a bit more. I was really only judging it based on a lone map.

tried's picture
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12 January 2010
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15 hours 31 min

You are correct on most counts, Brad.

Didn't want to do this, but here I'll share a few things behind intent. Usually I want the players to do the discover via playtest (which is simply what this is.) The relative lack of responses, however, I am interpreting as a lack of general interest.

The Secret doors actually typically a boon to melee bands, unless the other player has throwaway pieces
The Second pit takes away cover as well.
The first pit (D1) does little except create a new shared VA with interesting tactical repercussions.
(you'll see when you play it - I actually don't see it being chosen as much as being a set piece on a single map - but I do see it being chosen in the double map, since
it can also be rotated and placed straddling the two maps in the two map version. It then creates a choke point on one side of the central pillar. On the two map version, D4 is not played, but D1, D2 etc are. D5 is played by arcane archers.

As far as different tiles same space goes - that is part of the plan, though I had no intention of outlining areas or anything like that. I was just going to make several tiles that fit a certain spot. Players will get used to it.

Based on Sellsword, I'm liking the smaller tiles less and less. Its likely I will change up the way that game works to include tiles at least 3x4. I'd love to do 3D tiles (altars - whatever) that could be duplicated with miniatures by compulsive players.

Right?

Justjooaivan's picture
Member since:
7 July 2011
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30 min 48 sec

Very hard to get any playtest going on across a real board. And since this particular map is not on Vassal (sort of waiting for those image files... Wink ), I can't really say anything yet.

tried's picture
Member since:
12 January 2010
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15 hours 31 min

I can take a picture of my actual map, but Demetrious is the one with the real master PDF.
(My pdf says 'proof' across it).

Thenameless's picture
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27 August 2011
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7 hours 6 min

I haven't had a lot of time to play in the last four years, but I just wanted to chime in that I like having more options like this in the game. Like Brad, I was resistant at the start when the game went from tiles to maps, so I'd more than welcome a hybrid that gives us the best of both worlds.

Thanks again for all your efforts, Tried! The Community may not give you as much feedback as you deserve, but look at all the yelling that goes on now whenever this site is down.

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