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The Walking Dead: No Sanctuary» Forums » General

Subject: Tiles and Movement rss

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I have a question in regards to the map tiles.

They seem a little plain, with the exception of a couple of buildings which you end up placing cards on anyway. So, at this point, the tiles themselves don't seem to add anything to the game as far as I can see, except as abstract spaces/time you must move through to achieve your objective. It seems it could be a chess board and it would work just as well. Am I wrong? Or will there be tactical elements to moving around the board?

An example is Fireteam Zero or Galaxy Defenders among others, where miniature placement is important. Obviously, those are tactical dungeon crawls, but I'm wondering about movement and how tiles affect it.

Essentially, I don't know what these tiles provide aside from squares to place your miniatures? What will be the difference between tile A and tile D? The placement of the search deck or are there features on the tiles that you must consider when moving?
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Brady Sadler
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Logus Vile wrote:
I have a question in regards to the map tiles.

They seem a little plain, with the exception of a couple of buildings which you end up placing cards on anyway. So, at this point, the tiles themselves don't seem to add anything to the game as far as I can see, except as abstract spaces/time you must move through to achieve your objective. It seems it could be a chess board and it would work just as well. Am I wrong? Or will there be tactical elements to moving around the board?

An example is Fireteam Zero or Galaxy Defenders among others, where miniature placement is important. Obviously, those are tactical dungeon crawls, but I'm wondering about movement and how tiles affect it.

Essentially, I don't know what these tiles provide aside from squares to place your miniatures? What will be the difference between tile A and tile D? The placement of the search deck or are there features on the tiles that you must consider when moving?


The tiles are mostly aesthetic to convey the theme of the scenario (for example the woods, or the streets of Atlanta). The building placement is mixed up to provide variety in line of sight, etc. Other terrain features are added through special scenario rules (such as fire).

Hope this helps
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Kevin Outlaw
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Interesting question. I am not aware of anything like movement penalties based on terrain types, but I know that certain tiles have buildings.

To the best of my knowledge, you only get to search in buildings, and you can also only use barricades in buildings. So, in that regard a tile that is completely open provides less opportunities to stock up on equipment or hide from walkers.

I know that one of the base game scenarios involves trying to get into the CDC building, so I imagine certain scenarios make use of specific elements on the board (take X person to Y campsite, and that sort of thing).

I suspect the prison maps may have areas with limited movement (the tombs, perhaps?) which are more mazelike than the open farm tiles. But that's just a guess.

Other than that, I haven't got a clue.

EDIT: Ninja'd by the designer. I'll get my coat...
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Brady Sadler
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RedMonkeyBoy wrote:
Interesting question. I am not aware of anything like movement penalties based on terrain types, but I know that certain tiles have buildings.

To the best of my knowledge, you only get to search in buildings, and you can also only use barricades in buildings. So, in that regard a tile that is completely open provides less opportunities to stock up on equipment or hide from walkers.

I know that one of the base game scenarios involves trying to get into the CDC building, so I imagine certain scenarios make use of specific elements on the board (take X person to Y campsite, and that sort of thing).

I suspect the prison maps may have areas with limited movement (the tombs, perhaps?) which are more mazelike than the open farm tiles. But that's just a guess.

Other than that, I haven't got a clue.

EDIT: Ninja'd by the designer. I'll get my coat...


Yep, you can only search in buildings and barricades can only be placed on building walls. They are a great place to bunk up when you're getting surrounded and need to resupply.
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strayknife wrote:
Other terrain features are added through special scenario rules (such as fire).

Hope this helps

Good to know. This will factor into my final decision.

Thanks for answering.
 
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I noticed it too -- just means I can more easily make a 3D gameboard for this game. (:

O scale is 28mm. HO is about half the size, but less expensive. Found a site with some village and farm buildings. Go chicken coop!

http://www.hobbylinc.com/model-railroad-buildings
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Did you see the "crates, barrels, sacks"? Wonderful barricades!
 
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