journal · 1 min read

The forest table

A camp in the trees. Trunks that take hexes. A first round that is often a walk. The ground was a place before the party arrived.

Every fight runs on a real forest node: 442 hexes, dressed as a place that was used before the party got there — a fire-ring, stumps, trees that have reclaimed cells over time. The board library holds twelve of these layouts; the four contracts on this site share one, a hunter’s camp, dressed with different trouble. Height comes from the terrain models themselves, a root, the lean of a trunk, not from a trick in the hex grid.

Trunks and old camp kit occupy hexes exactly like a creature does. That’s why the first round of most fights is a walk: an authored board doesn’t always seat the party bunched together, so gathering toward the door before engaging usually beats splitting up to tour the ground.

The four jobs share the same kind of camp because groves really were used as camps — the furniture rhymes even as the danger changes: a film at the well, range on the brushline, a sickness in the hollow, a rising below the stair. The same twelve-layout library, and the same combat engine, run the phone build too.