Arborwake Wiki

in: Encounters, Turn-based rules

Board grid

In the alpha Game mechanic · facts checked 2 November 2026

The board grid is the set of square tiles that a turn-based room is played on. Every move, range and telegraph is counted in these squares.

How it works#

The look#

The user gave several rulings on 2 November:

  1. The first grid was "too dark coloured and too jarring". It must never be black.
  2. The grid must lie on the ground in the room's own camera tilt. The user picked ground squares 24×20, so boards became 21×14 tiles.
  3. The latest ruling: "We need an actual grid, with a heavier outest border, not the impression of a grid. How is the player supposed to know what is playable and what is not?"

The result is a continuous 1 px line between all playable squares, and a 2 px border on every edge between playable and blocked ground, holes included. The lines use an overlay blend. It lifts on dark or green ground and presses on pale or warm ground. Claude B draws every line at runtime, and Room building supplies only a ground pass for each room. Blind reviewers checked the border shade several times.

Numbers#

ValueBefore 1 Nov1 Nov2 Nov (current)
Tile32 px24 px24×20 px ground square
Board16×921×1221×14

When the tiles shrank, every range was multiplied by 4/3 (see Kit history). Claude A's painted-floor boards count a square as playable when it is mostly floor (board rule cell24x20-floor60-painted1-corners1).

Development#

See also#

Turn-based encounters · Room assembly · Hearth boards

Sources#

  1. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  2. e7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-turn-based-rooms.md
  3. b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/.pinned/rooms/src/expeditions/tactics/compose.js
  4. docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
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