Mechanism: Exploration and Discovery

Fog of War

The map is initially shrouded in darkness or a “Fog of War.” Players do not know the layout of the world or the location of specialized buildings (like the Electronic Lab or Oasis) until they are discovered.

  • Relative Tracking: Directional data for objectives (e.g., SW, 2 hexes away) is relative to the player’s current location.
  • Dynamic Updates: As a player moves, the heading and distance to the objective will update in real-time. This allows players to “triangulate” or follow the compass directly to the target.

Discovery via Movement

  • Walking: New tiles are revealed only when a player physically moves onto them.
  • Visual Range: (To be confirmed) It is unclear if players can see adjacent tiles before moving or if they must enter the hex to reveal its type.
  • Blind Exploration: This creates a high-risk loop where players must balance the need for resources with the danger of moving into unlit, unknown territory.

Map Boundaries

  • Unknown Size: The total dimensions of the map are currently unknown.
  • Infinite vs. Finite: It is unclear if the map is a fixed size (e.g., a 20x20 grid) or if it generates infinitely as players move.

Scouting Strategy

Successful towns likely use “Scouts” (players with high AP or Lamps) to map out the surrounding area and identify key resource hubs before the rest of the group commits to building Power Pole highways.