Check out "The Game Crafter" (TGC) Hex/Square/Circle SHARDS:
https://www.thegamecrafter.com/publish/products#shards
I'm using the square version for Game Tiles... 50 cards, 6 shards per card = 300 shards... The cool thing is that they come manufactured in a DECK format and you need to punch them out by hand (very easy).
But the compact format is FANTASTIC. Like I said 50 cards = 300 shards!
Cheers.
Note: Of course you can add cards to the amount. It just so happens that my WIP "SpellMasters" requires 60 Game Tiles per player and there are a possibility of up to 5 players (5 x 60 = 300). So that's funny how that works out.
With TGC the "shards" are all RANDOM on the cards. If I was to have the game made professionally I would "color-code" the shards to have 10 cards of each color per player (5 x 10 = 50 cards).
TGC approach is good - while not perfect. Having 10 RED cards, 10 BLUE cards, etc. leaves less room for errors. But it's TGC approach of not sorting anything which is their DE-FACTO standard.
Best of luck(?!) with your game!
Note re simple version - the digital version has similar combat outcomes in terms of damage carried by ships and damage carried beyond scrap and repair phases, especially with addition of "pause to scrap as needed".
A version with chits being created as needed (and paperclips as fleet stands) could be done - the fleet groupings do not actually require a tray if table space is available and battle cards can be left out.
About the rest:
The trays (shrank them with using written move orders but now are 7 fleets with room for 12 ships each) are just a sorting and storage mechanism to eliminate tracking paperwork and allow ordering a group of ships to move together.
A large number of unit chits are needed to allow for potential tracking of damages. I have been able to reduce those somewhat now but only playtesting could indicate further reduction.
It would be a completely different game if number of ships that could be involved in a combat or number of combats was limited by any factors other than affording the ships and getting there.
(I do not expect much damage to be carried beyond next Economic phase.)
Have been able to reduce from inch to 1-1/2 inch board hexes.
Still an awful lot of chits needed in this game to have enough in the available pool.
see http://thesingularitytrap.com/concepts.php for most recent details, but the component list follows.
COMPONENTS
Box, Board 28x32 (1-1/2 inch hexes), 1 pair percentage dice (different colors), rules
- Spare space on the game board margins would list the ship types with costs and units and the six planetary value charts
money??
Combat/Hyperspace wheel
15 player fleet trays - will nest - designed to stack when slightly offset
6 tray covers
Battle Cards: 60 (mini, double sided) - really would like to keep these but not absolutely vital to game play
- 5 Scout/Terraformer
- 10 Scout/Explorer
- 5 Scout/Basestar
- 5 Cruiser/Terraformer
- 10 Cruiser/Explorer
- 5 Cruiser/Basestar
- 20 Cruiser/Scout
Stance Cards: 66 (micro, single sided) - could be chits instead
- (6 phantom, 5 each player "friend", 5 each player "foe")
Fleet stands: 240 (40 each color) hold 2 shards upright back to back (one facing each way - fleet id & altitude)
CHITS/SHARDS/MARKERS:
Fleet_id: 200 (100 pairs)(thin shards)
Altitude: 200 (thin shards)(double sided +/- except for 0 which is same on both sides)
- (40) for level 0, 10 each for levels 1,2,4,5,7,8 (=60), (50) for level 3, 25 each for levels 6,9 (=50)
Ships: 200 (double sided) - the * indicates blue ink instead of black for ship outline
- 25 terraformer*/basestar, 25 explorer*/scout, 25 explorer*/cruiser, 50 scout/basestar*, 50 cruiser/basestar*, 25 scout*/cruiser*
Planet owner: 90 (double sided)(6 of each combination)
- red/yellow, red/green, red/cyan, red/blue, red/purple, yellow/green, yellow/cyan, yellow/blue, yellow/purple, green/cyan, green/blue, green/purple, cyan/blue, cyan/purple, blue/purple
Planet color: 108 (shard)(double sided) 3 of each gray/color combo plus 6 of each 2 color combo
Units: 300 (single sided)
- 50 system
- 50 armor
- 50 weapons
- 50 drive
- 30 multifire
- 20 sensors
- 10 terraforming
- 40 hyperdrive (used for both slipstream and jump)