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Tile Blocks

GlowPuff edited this page Nov 24, 2020 · 11 revisions

A Tile Block is a group of tiles the Companion App instructs the players to place onto the playing table. Except for the first Start Tile Block, which is automatically activated when the Scenario starts, all Tile Blocks are Triggered to make them activate. Set a Trigger in the "Triggered By" dropdown menu.

Help the Companion App lay out your Tile Blocks by marking it as Dynamic under the following condition: If the Tile block MAY or MAY NOT be activated during the Scenario. Make the Block Dynamic if, for example, it's an optional part of the map that MAY or MAY NOT get activated during a playthrough. A Block that is NOT Dynamic, but should be, could potentially make parts of the map inaccessible as the Scenario is played.

A Tile Block can have either Fixed or Random tiles. Fixed tiles are laid out in the Tile Editor and appear exactly as you design them every time the Scenario is played in the Companion App. With Random tiles, you assign a number of tiles in the Random Tile Editor, and the companion app will randomly fit them together. The layout will be different every time the Scenario is played. The Start Block cannot use randomly generated tiles - it can only use Fixed tiles. Edit tiles in the Tile Editor.

If a Tile Block uses Random Token Interaction Groups, it will be able to randomly choose Events from a group you create, assign them to Tokens, and randomly place those Tokens on its tiles. This is opposed to fixed Tokens that you assign and place by hand in the Tile and Token Editors. Fixed and Random Token Interaction Groups can be used together in a Tile Block.

You create a pool of Events for the Companion App to draw from by assigning Events to a Token Interaction Group. This is done with a special naming convention in the Event Editor. When naming an Event, you can place it into a Token Interaction Group by appending "GRP#" to the end of the name (without the quotes), where # is the group identifier. For example, an Event named "light fire GRP2" will put the Event into an Interaction Group with the name "GRP2". You can put as many Events into groups as you wish. Only Events marked as Token Interaction can be placed into a Token Interaction Group.

Now that you have some Events placed into Groups, you can make a Tile Block use that Group to randomly place Tokens representing those Events on its tiles. Use the dropdown menu to select which Group the Companion App will use. The Editor will tell you how many Events it found in that Group. It will also tell you how many fixed Tokens you've already placed on the Block's tiles. You can only use as many fixed/random Tokens as there are spaces available on the Block's tiles.

The Editor tells you how many total spaces are available to place Tokens in the Block. It will also tell you the maximum number of Events that can be used out of the Group you've selected above. Enter a number up to the maximum. By using less Events than you have in the Group, each playthrough of your Scenario will be different, since Events are randomly chosen out of Groups.

Because Events are randomly used out of Groups, keep in mind not to place Events that are detrimental to Scenario completion into Groups (UNLESS, of course, you are using ALL Events in the Group). In the Companion App, Events are randomly chosen out of the Group and randomly placed on the tiles in the Tile Block.

Flavor Text is optional story text that is shown to the players when the Block is first activated. It is only shown once.

Trigger On Exploration is an optional Trigger you can set that fires when any one of the Tile Block's tiles is first explored. It is only fired once.

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