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.