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What do you know? I’ve been working my way through hidden movement as a mechanic after reading and becoming obsessed with Striker that simulates fog of war using spotting rules either with a referee or by using counters to represent possible locations for unrevealed units.

I actually have a crowd sale going right now for a double-blind Microgame, Thrust!, inspired by the upcoming Mothership ship combat rules, Battleship, and the old GDW double-blind games.

https://thrust.rvgames.company

Those old GDW double-blind games are fascinating, only their Market Garden game is really successful with the way you are able to drop paratroopers into enemy territory.

I’m also working on an asymmetric single-blind game, Left at Home, that takes the form of a board game inspired by Enchanted Forest, Mothership Panic Engine, and PbtA playbook hybrid. The theme and art for this one are turning out great for this one too: Home Alone + Evil Dead. I even figured out how to have a solid solo mode in a hidden movement game, which is difficult.

Finally, part of my in-development Mothership module, Orgy of the Blood Leeches, will include hidden movement for encounters (controlled by the Warden), all of my smaller designs are and have been practice for completing this module.

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So much hidden movement! Sounds like some interesting uses for it!

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Jul 18, 2023Liked by Exeunt Press

Great write up, EP! Lots of good stuff to think about and look into. I like the idea that the hidden player needs to expose their location from time to time, and they need to be under pressure to force them to take those risks.

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So glad you found it to be helpful! Can't wait to see what you do with hidden movement!

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Loved this piece!! Hidden movement games are maybe my favorite kind of game right now. Something I've often found to be a barrier is that, usually (in the games I'm playing at least), the hunted is the one who also winds up being the one helping to clarify rules, abilities, etc... for the hunters. So not only is there the pressure for the hunted to get *their* ruleset 100% correct, they also become responsible for being *hunted* correctly. This is really only a concern one a first playthrough, but still an interesting problem to have I think.

Also really curious about the upcoming Metal Gear Solid game from the designer of Specter Ops. Trying to keep my expectations managed...

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This is great! Hidden Movement is one of my favorite mechanics, though it does seem difficult to pull off.

Interestingly, I just published a review of Fury of Dracula: https://radicaledward.substack.com/p/fury-of-dracula

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