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There are several methods. instead of tiles, cards. Less cost to produce.Benefit: cheapdrawback: usually not square. a pile of larger geomorphs with just the rooms, not the contents thereof; cards by room typeBenefit: sturdy board chunks, highly flexible modedrawback: rooms fall into well known patterns movable chunks of wall on a gridded boardBenefit: ...


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If your game has a DM role, I'd consider looking at the sort of "predetermined map" with slowly revealed information, with games such as HeroQuest and Descent being examples. If your game has no DM and randomly generated maps, I'd look at a game such as Dungeons & Dragons: Castle Ravenloft for some ideas (this one in particular is similar to your ...


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I'd suggest you look into existing games of a similar nature and explore what they've done. You'll see what does and doesn't work, and how well it works. That should help you decide on a good mechanic for your game. HeroQuest Descent Dungeon!



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