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Violet Ballard's avatar

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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Allen Hall's avatar

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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