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Hex Tile Maps Tile Maps Tile Maps Tile Maps Mountains and hills Mountains and hills Mountains and hills Mountains and hills Mountains ~ hills & Mountainous terrain features Cornelius ornelius ornelius ornelius Clifford lifford lifford lifford Sample file

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  • HHHHeeeexxxx Tile MapsTile MapsTile MapsTile Maps Mountains and hillsMountains and hillsMountains and hillsMountains and hills

    Mountains ~ hills & Mountainous terrain features

    CCCCornelius ornelius ornelius ornelius CCCCliffordliffordliffordlifford

    Sam

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  • Mountains & hills hex Tile Maps Expansion pack

    This pack builds on the ‘Medieval Maps, Countryside hex tiles’ set or can be used stand-alone for games in the mountains. It utilises the same unique mapping system of ‘hexagonal terrain tiles’ to help you create unique medieval and fantasy maps. You can arrange the Hex Tiles next to each other to make a new map every time, or lay them randomly as the game progresses. The Hex Tiles are generic and suitable for any fantasy, medieval, historic, role playing, tabletop, wargame or campaign game. This ‘Mountains and Hills’ expansion set contains twenty-eight full colour Hex Tiles featuring mountains, hills, mountainous terrain features (roads, rivers, forest in the mountains) plus Dwarvish and Goblin strongholds. These can add medieval fantasy or historical interest to your games, and another dimension to the countryside medieval maps pack.

    Original concept ~ Max Bantleman Development ~ Greg Stephens

    Illustration ~ Cornelius Clifford

    First published in 2013 by DreamWorlds

    copyright © 2013 Cornelius Clifford

    All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any way or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the copyright holder.

    www . Dream-Worlds . co. uk

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  • Mountains & hills Expansion pack

    Contents

    Page 2 Contents

    3 Introduction; ‘Hex Tile Maps’

    4 Mountain & hill hex tiles with river.

    5 Mountains, Dwarvish hold & road.

    6 More mountains and hills.

    7 More mountains and hills.

    8 More mountains and hills.

    9 Goblin or ‘Dark’ stronghold & caves etc.

    10 Mountain ridge & features.

    www . Dream-Worlds . co. uk copyright Cornelius Clifford © 2013

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  • Mountains & hills Expansion pack

    Introduction: hex tile Maps

    This expansion pack features a selection of new Hex Tiles of mountains, hills and features in mountainous terrain. There are enough hexes to use this pack as a stand alone mapping tool, so long as your game is set in mostly mountainous terrain! The Hex Tiles are fully compatible with the ‘Countryside’ pack and sit very nicely alongside that gaming set. The Hex Tile system allows for the creation of detailed terrain maps that grow and develop in a unique way. The tiles can be placed one by one and the board will 'roll out' as the game develops and the players explore the growing map. You can use these Hex Tiles for any historic or fantasy game. The emphasis in this pack is on medieval and classic fantasy role playing and campaign games. Hex Tiles are useful for Role playing maps, medieval fantasy maps, wargame campaigns and so on. The map can expand as you play, the exploration of the map becoming an essential and enjoyable part of the game. Cut out the Hex Tiles carefully; if you can print them on thick card, or stick them to heavy card, then they will last much longer and be more convenient to use. Once you have a stack (or pack) of suitably prepared hexagonal tiles, play can begin. Hexes are added as the game progresses. You can choose the next hex and place it adjacent to the one the players (in a role-playing game) have just moved through, or you can select it randomly. Shuffle the pack of hex tiles (face down) and then select one at random from the middle to add to the map. If it does not fit, its okay to discard it and select another.

    Alternatively, for wargames, it is probably easier to create the whole map at the outset and then position the counters representing your units as appropriate before the campaign begins. In role playing games, it is recommended that you have only one encounter per hex, even if the players are mounted and therefore moving through two or more hexes per hour. The scale of the Hex Tiles is flexible. But it needs to be consistent. Each hex can represent as little as a mile (or less) across or as much as five miles from one edge to the other. Maybe seeing the Hex Tiles as about an hours’ walk (or march) from one edge to another is a good guide. The graphic symbols are intended to be self-explanatory and are there to clearly and simply represent features on the map. They indicate what and where the feature is, rather than being drawn to a specific scale. You can, of course, use these Hex Tiles in any way you like. Laying them out on a large table top and creating a fresh new map every time (by connecting up the rivers, roads and so on) can be very satisfying and great fun in itself. They are a good tool which has been designed to add to a new dimension to your gaming, no matter what rules or system you use.

    www . Dream-Worlds . co. uk copyright Cornelius Clifford © 2013

    Sam

    ple

    file

  • www . Dream-Worlds . co. uk copyright Cornelius Clifford © 2013

    Sam

    ple

    file