Hex map

As a hexagonal grid or hex mesh a game plan is referred to in games, which consists of fields in the form of equilateral hexagons ( hexagons ). Colloquially, it is often called hex Hexraster or Hexplan, a single field shortly Hex

Game plans based on Sechseckrastern, are often used in pen & paper role-playing games, simulation games with conflict; computer strategy games. For the first time there is such a game plan in 1961 at the second edition of the strategy game Gettysburg of the U.S. manufacturer Avalon Hill. Even with other board games, there are game plans with hexagonal fields (eg Settlers of Catan, Hexagonal Chess and Hex), but here the term is used less frequently.

In board games and paper cards, the hexagonal grid usually consists of regular hexagons. But find particular computer games also elongated, vertically elongated hexagons, so upright pawns are better represented.

Advantages and disadvantages compared to a square raster

The main advantage with respect to a rectangular dithering ( " checkerboard pattern " ) is that it is easier in a hexagonal grid, distances on the basis of the count fields. This is often important for the movement of game characters, or for the determination of the reach of ranged weapons. The counting of the hexes of the shortest route between any two fields always provides a fairly good approximation of the true distance. The error is a maximum of 15.5 %, which can be easily accepted mostly. For square grids have two only at the corners touching the fields times the distance between two directly adjacent fields. This leads in a simple counting of the fields in an error of up to 41.4 %. A Hexraster has a field only neighbor fields that are connected to each other via edges, but not connected with each other only via corners. This also simpler rules for the movement of game characters are usually possible.

These advantages are mainly against two disadvantages. In some games, it is necessary to specify the coordinates of each pitch. This is simple and intuitive by specifying a " line " and a " column " is possible ( for example, in chess notation) with square profiles. Also, although in a hexagonal grid is sufficient to specify two coordinates for the description of a field. The assignment or the recovery of a field is not quite as easy as the two imaginary coordinate axes to each other either in an unusual angle of 60 ° or describe the fields in a familiar rectangular arrangement of the axes in a direction of a snake line. The coordinates of a field are therefore often written directly into the field. ( See also: hexagon # Näherungsweise_Konstruktion )

The second drawback is that the structures shown on the cards and game boards are themselves often rectangular. This is true for example for the representation of buildings, are cut at their superposition with a hexagonal grid inevitably many fields. The rules must also regulate the handling of such subfields. Some conflict simulation games (eg, Cry Havoc ) try to avoid this problem by adapting the layout of buildings on the hexagonal grid. But mostly, this leads to very unusual and fake acting structures.

Other examples of games with Sechseckrastern

Board Games:

  • Dampfross: strategic board and drawing game
  • The Settlers of Catan: Board Game
  • GURPS: Universal role-playing game (floor plans in Hexraster )
  • Traveller: Science -fiction role-playing game ( star charts and maps in Hexraster )
  • BattleTech: Tabletop
  • Demo World: Tabletop

Computer strategy games:

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