How this works: the 7-letter key, hardness, and terrain mode deterministically build a mission โ
same settings always give the same scenario, so you can share a key with your table. Maps use 3โ5 different physical tiles.
Doom Counter: starts at 0 and rises by 1 at the end of every round. If it reaches the mission's threshold before you complete the objective, the minions overrun the mechs and the mission fails.
Connections: Touching tiles share 2โ6 clear edge squares; dashed colored lines are paired warps. Rotations are chosen automatically, clockwise from the original artwork. Edge squares are numbered left-to-right on top/bottom edges and top-to-bottom on left/right edges, after rotation.
Legend: ๐ฟ Grass side ยท ๐ฅ Lava side ยท ๐ค Mech Drop Zone ยท ๐น Minion Spawn Gate ยท โ ๏ธ Hazard ยท ๐ Minion Captain ยท ๐ฃ/๐ฉน Bomb figure.
Square markers: D1-D4 = four Mech Drop Zones ยท O = objective ยท B = bomb figure ยท H = hazard ยท C = Minion Captain ยท WR/WB/WG/WY = paired colored warp endpoints.
Doom Counter: starts at 0 and rises by 1 at the end of every round. If it reaches the mission's threshold before you complete the objective, the minions overrun the mechs and the mission fails.
Connections: Touching tiles share 2โ6 clear edge squares; dashed colored lines are paired warps. Rotations are chosen automatically, clockwise from the original artwork. Edge squares are numbered left-to-right on top/bottom edges and top-to-bottom on left/right edges, after rotation.
Legend: ๐ฟ Grass side ยท ๐ฅ Lava side ยท ๐ค Mech Drop Zone ยท ๐น Minion Spawn Gate ยท โ ๏ธ Hazard ยท ๐ Minion Captain ยท ๐ฃ/๐ฉน Bomb figure.
Square markers: D1-D4 = four Mech Drop Zones ยท O = objective ยท B = bomb figure ยท H = hazard ยท C = Minion Captain ยท WR/WB/WG/WY = paired colored warp endpoints.