I really like this thread, and with AQ about to hit backers fairly soon, I am super interested in 3Ding this game.
One of the big unknowns for me is the door open/closed mechanic. I do know how the scenarios are static configuration of the boards, but for the most part, it does seem like most boards are simply 9"x9" boards with street pattern and houses sitting on top. I do not think I will need 10a + 10B full 3D boards, but probably a number of basic street boards and a bunch of houses which can be plopped down.
Now I see you have come up with a removable wall mechanic, which is cool, but my real question is: How many types of each house are there? and when I say 'types of house' It boils down to:
3"x3" house with no door (IE: dead space on the board)
3"x3" house with 1 door
3"x3" house with 2 or more doors
3"x6" house with numbers of doors in specific locations
and so on.
I suspect a majority of scenarios will boil down to a limited number of 'houses' needed to make a complete board, even if houses consist of a wall-less house intended to merge with another type of house to make a larger one VS houses we know only to be a single tile house.
Until I get my hands on the rules and campaign books, I can't really know for sure how many COMBINATIONS there are and how many minimum you need to have to be able to play all the combos at once.
The other aspect as a 3D terrain maker, is I use terrain with multiple gaming systems which means a 1"x1" grid is important. I feel like I can build terrain which fits AQ but maintains a 1"x1" grid for other games. Also, while the boards are 3"x3" tiles, due to the nature of gameplay, upscaling doesn't impact gameplay, and I kinda worry about a scienmatic house with static tables and chairs for 'theme' actually fitting the AQ models in/on them since it does seem like the tiles get busy during gameplay. I am considering what it might take to do a 12"x12" tile where each AQ square is 4"x4" so I can design things like a '3"x6" temple' or '3"x3" meatmarket' with actual terrain but still allow the required models to fit within the square. It would also allow these boards to still fit for traditional gridded movement and serve both as AQ town and 'generic town' board.
I guess the big question will be how the rules work and how many iterations of houses, long houses and complex multi-square houses can possibly exist at one time in AQ, and then once that is figured out designing a system which meets that.
I have a lot of Dwarven forge, and the nice thing is, 4 corner pieces will make a 4"x4" 'house' pretty easily as well as open-ended houses and Dwarven Forge's door system is very good for opening/closing. So It may be as simple as making 4"x4" houses out of dwarven forge stuff (or hirst stuff) and simply having enough to cover the entire system.
Has the layout of all the tiles and scenarios been released yet? Does any of this make sense? I can't wait to see what people do with terrain for this game.
One of the big unknowns for me is the door open/closed mechanic. I do know how the scenarios are static configuration of the boards, but for the most part, it does seem like most boards are simply 9"x9" boards with street pattern and houses sitting on top. I do not think I will need 10a + 10B full 3D boards, but probably a number of basic street boards and a bunch of houses which can be plopped down.
Now I see you have come up with a removable wall mechanic, which is cool, but my real question is: How many types of each house are there? and when I say 'types of house' It boils down to:
3"x3" house with no door (IE: dead space on the board)
3"x3" house with 1 door
3"x3" house with 2 or more doors
3"x6" house with numbers of doors in specific locations
and so on.
I suspect a majority of scenarios will boil down to a limited number of 'houses' needed to make a complete board, even if houses consist of a wall-less house intended to merge with another type of house to make a larger one VS houses we know only to be a single tile house.
Until I get my hands on the rules and campaign books, I can't really know for sure how many COMBINATIONS there are and how many minimum you need to have to be able to play all the combos at once.
The other aspect as a 3D terrain maker, is I use terrain with multiple gaming systems which means a 1"x1" grid is important. I feel like I can build terrain which fits AQ but maintains a 1"x1" grid for other games. Also, while the boards are 3"x3" tiles, due to the nature of gameplay, upscaling doesn't impact gameplay, and I kinda worry about a scienmatic house with static tables and chairs for 'theme' actually fitting the AQ models in/on them since it does seem like the tiles get busy during gameplay. I am considering what it might take to do a 12"x12" tile where each AQ square is 4"x4" so I can design things like a '3"x6" temple' or '3"x3" meatmarket' with actual terrain but still allow the required models to fit within the square. It would also allow these boards to still fit for traditional gridded movement and serve both as AQ town and 'generic town' board.
I guess the big question will be how the rules work and how many iterations of houses, long houses and complex multi-square houses can possibly exist at one time in AQ, and then once that is figured out designing a system which meets that.
I have a lot of Dwarven forge, and the nice thing is, 4 corner pieces will make a 4"x4" 'house' pretty easily as well as open-ended houses and Dwarven Forge's door system is very good for opening/closing. So It may be as simple as making 4"x4" houses out of dwarven forge stuff (or hirst stuff) and simply having enough to cover the entire system.
Has the layout of all the tiles and scenarios been released yet? Does any of this make sense? I can't wait to see what people do with terrain for this game.