by Patrick Carroll
The fact remains that almost all hex-grid games do have way more spaces on the board than almost any area-type game. It doesn't *have* to be that way, but it usually is. So, although there's nothing inherently more abstract about area games, or inherently more detailed about hex-grid games, the gist of what John said is still true: the more spaces there are on a mapboard, the more movement and placement options each player has (barring rules which limit it). And if the number of game pieces (unit-counters) is roughly proportional to the number of spaces on the mapboard, the movement and placement options are multiplied. So, whether you get a "more detailed" game or not, the typical hex-grid game with lots of unit-counters does give you a more complex, intricate game (at least with respect to movement and placement of units). Whether that's desirable or not is at least partly a matter of taste. Some tastes run to the complex, intricate hex-grid games. Mine always used to, but for the past several years I haven't had the patience for even something like Panzer General--where the computer handles setup and takes over a lot of the work--just because there are too many units and hexes to fuss with. I hate to admit it, but I'm happier with something smaller and simpler nowadays. Back to Strategist Number 367 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 2002 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |