Friday 9 September 2016

Back Alleys Bright Lights - Step by Step - Laying Out the City Tiles


    
 Back Alleys Bright Lights comes with 5 City Tiles that are used to create the Area of New Hope City called Little Hisha. Each tile is double sided - here's tile #3 and 3b.

Each tile has 4 buildings on it. The colored squares tells you what it is and the number of floors the building has. Here's the info on the buildings for Little Hisha, one of the Lower Income Areas of NHC. Right next to it is the info for the Financial Area. 

   
The different Areas may have different buildings such as Blue is a Flop House in Little Hisha, but a Bank in the Financial Area. What is a Transit Station in Little Hisha is a Club in the Financial Area. This allows you to use the same tiles over and over with different results.

You can choose to lay the tiles out any way you like.
Here's what I call the Long Street layout. As you move off a tile, just note it on a piece of paper in case you return to it, flip it over and place it at the other end of the street.

Movement along the City Tile is from area to area - Intersection (where the tiles come together), Street, Building, and Alley. Buildings can be entered from the Street or the Alley.
Move into a new area of the tile, resolve a PEF. 
Decide to stay in the area instead, resolve a PEF. This insures that something is always happening. 

We combine the City Tiles with the Battle Board - a 12" x 12" area where combat is resolved. You can use any terrain you want on the Battle Board, or none at all. Here's Billy Pink and Noel being robbed - just one of the possibilities in Back Alleys Bright Lights.

 
 Watch for more info on Back Alleys Bright Lights.

2 comments:

  1. Interesting concept, Ed, looking forward to seeing more.

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    Replies
    1. It's pretty straight forward and interesting. The over all turn sequence is:
      1 - Move or do not move on the City Tiles.
      2 - Resolve a PEF.
      3 - If peaceful interaction, return to #1.
      4 - If combat,go to Battle Board.
      5 - Resolve any After the Battle Tests and return to #1.

      Eliminates the need for a large table and any PEF Movement.

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