| hex number. In most games, a four digit number that describes (and is actually printed in) a specific hex. Read More... |
| One of the six sides of a hexagon. Synonyms: hex-side Read More... |
| I go, then you go, then I go, then you go… Games where players take distinct turns and don't interact on the other player's turn are called IGOUGO See also: Chit pull activation Read More... |
| Interdiction is a military term for the act of delaying, disrupting, or destroying enemy forces or supplies en route to the battle area. A distinction is often made between strategic and tactical interdiction. The former refers to operations whose Synonyms: interdict See also: air interdiction Read More... |
| A type of rule that forces a player to do something they wouldn't otherwise do. Read More... |
| The path of vision between two locations on a game-map. Used primarily in tactical and battle games, line of sight is used for ranged combat. That is, attacking a unit that is not adjacent to the firing unit. See also: skulking Read More... |
| The direction in which the straight rows of hexagons appear to run parallel to one or another edges of the map; "grain-short" means through the short dimension of the map and "grain-long" through the long dimension. Most maps are grain-short. Read More... |
| Combat at extremely short range where battle lines are crossed. Can be as close as hand to hand and involve edged weapons. Synonyms: close combat See also: Close Combat Read More... |
| Movement Allowance. The numerical expression of the ability of a unit to move. In most games, a unit expends one Movement Point of its Movement Allowance in order to enter the most common hex type. See also: Movement factor, Movement point Read More... |
| Usually a synonym for Movement Point, some games make a subtle distinction. For example, ASL uses MP for vehicles, and MF for infantry. See also: Movement point, Movement Allowance Read More... |