HEXIT Devlog 03: Giving Players a Reason to Move
Central Control, map-authored objectives and contestable Boost Nodes turn positioning into more than a route toward damage.

The central objective occupies a depression inside an elevated, obstructed rim. Boost Nodes sit outside it, giving the approaches their own value. Map-viewer capture; battle ownership colours are applied during a match.
Elimination is clear. It is not the only interesting goal.
A tactical game can have working movement and combat while still encouraging the same answer every round: stay in the safest position and attack whatever is exposed. Central Control adds a reason to take and defend space before the enemy army is destroyed.
The rule is deliberately compact. At the end of the combat phase, if the objective contains living units from only one team, that team earns one point. If both teams are present, nobody scores. An empty zone also produces no point. The first team to reach five cumulative points wins; eliminating the opposing army remains an alternative victory condition.
Two friendly units do not cancel one another’s control. The test is which teams are present, not whether the zone contains exactly one figure. The points also do not have to come from consecutive rounds.
Why a zone instead of a single tile?
A connected group of objective hexes gives units room to enter, contest and reposition. It allows a damaged unit to deny a point without necessarily winning a direct exchange, and makes displacement abilities strategically relevant.
In a simultaneous system, control also creates anticipation. An attack that seems efficient now may be less useful than pulling a defender out of the zone before scoring. A fast unit may claim an opening; a durable unit may be better at surviving the response.
Those are design intentions to test, not a guarantee that every layout already produces them. Choke points, approach distances and firing lines can still make one strategy too comfortable.
The map owns the scenario description
The CSV carries both the layout and scenario metadata. The mode, score target and objective cells are authored alongside terrain, height, deployment zones and obstacles. The rules service evaluates the result; the tile visuals do not decide who won.
This makes it possible to change the shape of the objective without writing a custom scoring widget for that particular level. It also keeps a small duel and a larger experimental map on the same content path.
Current 1v1 layouts explore several spatial questions:
| Layout | What the layout is designed to explore |
|---|---|
| Central Duel | A direct approach to a readable central zone. |
| Twin Rivers | Alternate routes and commitments around water. |
| Ruined Bastion | Entry angles, height and obstacles around the objective. |
| Sunken Basin | Pressure between lower control ground and surrounding approaches. |
Boost Nodes: advantages you must keep supporting
Boost Nodes are separate from the scoring zone. They remain on the map and derive control from occupation rather than becoming permanent army-wide pickups. Their local influence encourages players to contest useful positions or dislodge the unit sustaining an advantage.
The current families include offensive, defensive, movement, range, tempo, repair and denial effects. Their purpose is not to add a new ability button to every unit. They make a route or position matter. A repair node can attract an injured figure; a tempo-oriented node can change the value of resolving earlier.
UI distinguishes a node’s occupant from units merely benefiting from its influence. Otherwise, a stat bonus can be visible without explaining who is actually maintaining it.

Central Duel during movement resolution. The battle header and objective perimeter report the current controller, while the team panels retain the broader match state.
An objective must also behave like floor
An earlier presentation made objective markers too similar to buff discs. Worse, decorative objects could interfere with clicking a destination. That made a rules problem and an input problem look identical to the player.
The revised direction treats the objective as a floor/perimeter treatment. It communicates neutral, controlled and contested states while allowing interaction with the underlying board. This is a small visual change with a large usability consequence: the place that looks playable must also accept the player’s intent.