Hello everyone,
I haven't really posted here for a while. I just wanted to pop in to get your opinions on a unique mechanic that I recently decided to add to my game.
I am making a civilization-building game very reminiscent of the Sid Meier's series of board games. Over time, I have altered mechanics and slowly drifted away from the original inspiration, and recently I was trying to find a way to work Units on the board.
Basically, I have a "worker placement" mechanic where each hex has a "commodity" that you can harvest during a certain phase of the game, but only if you have a worker on it. The problem this created is that there wasn't enough room on the hexes to hold both Workers and Units (i.e. military) without occluding information and making a visual mess.
So what was my solution? Completely relocate Unit movement to a different plane.
Recently I played a game of Catan with my family, and although we messed up the resource placement and it wasn't the most fun game I've played, it still inspired me to rethink what I had been doing. I realized that there are a lot of games that made use of hexagon grids for movement and terrain and such, but there are very few games that use hexagon EDGES. It's basically a triangular grid overlaying a hexagonal one and it feels like almost completely untapped potential.
I think it also leads to some very interesting movement mechanics. New questions are brought up that need to be answered. How does this affect Unit movement? How do Units interact with Terrain? How does warfare play out on this more limited grid? It feels fresh and I am very excited to test out and play around with this new set of mechanics.
What do you all think? How many games have you seen that use a triangle grid for movement? Have you seen any combine both a hexagon and triangle grid? Do you think this may, perhaps, be too complex for a game?
All thoughts and discussion are welcome. Thank you!
Hello,
I should have clarified. Virtually every game I have played that uses a hexagon grid and movement mechanics assumes that each hexagon is its own "space," on which units or other things are placed, and movement takes place from one hexagon to another, treating the edges as points of adjacency between these spaces. The specific system that I am planning on using has Units placed on the "corners" between hexagons, with each edge acting like a route between two corners. Thus it functions like a triangle grid, with each corner, or "space," having three connections to other spaces. I've never played any games featuring a triangle grid as a medium for moving units around, so I'm really interested to see how it will affect gameplay. Adding on to that the system of a hexagon board where each hex is a specific terrain type only makes it even more interesting.