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Subject: Hex grid or standard square grid.
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 ...but I consider hexes normal. Squares are weird.
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I agree, by calling squares "standard" and "normal" you're biasing the poll.
Also, it may depend on the type of game.
And, square grids differ depending on whether diagonals are allowed.

 Last edited Fri Oct 4, 2013 9:32 pm (Total Number of Edits: 1)
 Posted Fri Oct 4, 2013 9:31 pm
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 Depends on the game. If it's movement based, hex grids allow for a much more realistic approximation of real world movement. They also look more realistic. If it's a tilelaying game, then hexes are going to be more difficult to match sides on; four sides, or three work better. For games that don't involve one of those two elements, I don't have any strong opinion between those shapes.
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 Richard MorrisScotland
Harrogate
North YorkshireThis user had more :gg: than sense 
octothorp wrote:Depends on the game. If it's movement based, hex grids allow for a much more realistic approximation of real world movement. They also look more realistic. If it's a tilelaying game, then hexes are going to be more difficult to match sides on; four sides, or three work better. For games that don't involve one of those two elements, I don't have any strong opinion between those shapes.... although I have deliberately chosen to use octagonal tiles in one of my games, because it allowed me to have small square tiles as well to fit in the holes of the tessellation.
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Most of my games have hexagons, but that doesn't mean that squares are out of the question.
I figure, for movement, if a unit is allowed to move 3 squares edgeon, it should be able to move 2 squares diagonally.
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AnnuverScotinExile wrote:although I have deliberately chosen to use octagonal tiles in one of my games, because it allowed me to have small square tiles as well to fit in the holes of the tessellation.Very cool, I'd love to know more about that. I've been thinking about exploring irregular tessellation patterns in a game, and octagon/square tessellations seemed like one of the most interesting.
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 If you use almost square rectangles, 7x6 ratio, you get virtually the same mathematical relationship as hexes.
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Squares allow you to move in 8 directions from any square. Hexes only allow for 6 directions. Not that it matters in many games, but it could make a difference in some designs.ziacoach wrote:If you use almost square rectangles, 7x6 ratio, you get virtually the same mathematical relationship as hexes.Do you mean for diagonal movement? If so, this is very interesting. Why don't we see more of this?
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Depends on for what?
Octagonal?
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FoggyPlanet wrote:Squares allow you to move in 8 directions from any square. Hexes only allow for 6 directions. Not that it matters in many games, but it could make a difference in some designs.Guess you could allow movement inbetween tiles for hexagonal to to get 12 directions where 6 is longer than the others and work like a distance of two over them but that's also the case for the squares so ..ziacoach wrote:If you use almost square rectangles, 7x6 ratio, you get virtually the same mathematical relationship as hexes.Do you mean for diagonal movement? If so, this is very interesting. Why don't we see more of this?
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FoggyPlanet wrote:Squares allow you to move in 8 directions from any square. Hexes only allow for 6 directions. Not that it matters in many games, but it could make a difference in some designs. . .However, if you allow edge movement (where a piece can face a point and then move onto an edge between two hexes) then you get 12 directions of movement. I have seen this a few times.

As to the original question, I answered something else  basically, it depends on the game. A lot of wargames do well with hex and chit (especially when unit facing and flanking is important), some games do well with area control (Risk, Axis and Allies, War of the Ring), some games are fine with boxes (Descent Journeys in the Dark, Monopoly, Chess, etc), and some are great with point to point (which are really hex or triangle maps used with pieces on the vertices  like the Empire Builder series of rail games, Iron Dragon being my favorite). Some don't need anything (Magic the Gathering, Lord of the Rings LCG, Space Cadet).
Essentially, the type of board representation should be chosen based on the feel it is designed to create in a game  each has its own strength and weakness, and each is quite enjoyable.
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What about triangles?

 Last edited Sat Oct 5, 2013 3:43 am (Total Number of Edits: 1)
 Posted Sat Oct 5, 2013 3:27 am
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dboeren wrote:I agree, by calling squares..."normal" you're biasing the poll.He's being tautological not biased. By definition squares have to be normal.
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blaecblaed wrote:I'm not sure if this is a geometry pun or a colloquial one, but I find it amusing anyway.
He's being tautological not biased. By definition squares have to be normal.
Still, I prefer regular hexagons.
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 I prefer a hexagonal layout.
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