Product · 2026-07-22

Scenario hooks on the board — map events

Author triggers, zones, spawns, and outcomes in the Custom Games map editor so your battlefield reacts when players move, shoot, or claim ground.

A map that does something

Objectives and terrain make a board look like a mission. Events make it *behave* like one.

In Custom Games → Maps, the same editor you use for deployment and scoring has an Events layer: place a piece on the board, decide *when* it fires, and pick *what* happens. Those hooks travel with the published layout — so anyone who imports your map gets the scenario logic, not just the geometry.

Triggers you can actually author

Each event has a when side you build from the same vocabulary the engine uses in play:

  • Timing — phase and position (beginning / middle / end), round, turn, friendly or enemy player
  • Actions — move, advance, shoot, charge, fight, battle-shock, stratagems, model destroyed, and more
  • Space — activation zones (draw a polygon or rect), units entering / wholly in a zone, snap to an objective or terrain piece
  • Actors — filter by army, unit, or miniature when the hook should care who caused it
  • Compound legs — require one condition or several; cap how many times the event can fire

That means you can write “when any enemy unit ends a move wholly inside this ruin,” or “at the start of round 3 command,” without leaving the map tool.

Outcomes that change the fight

When the trigger matches, the outcome runs. Instant effects include mortal wounds, healing, awarding VP, tagging objectives or terrain, placing markers or mission objects, and spawning units from a roster snapshot with placement points, budgets, and concurrency caps.

You can also author persistent zones — auras that stay on the board (combat modifiers, no overwatch, cannot charge, and similar zone rules) while units occupy the area. Narration text rides along so players see *why* the board reacted.

Why authors should try this

  • Ship a complete scenario in one layout: board + hooks, not a PDF of house rules
  • Reuse the same event layer across games via publish / subscribe / import
  • Lock the events layer so setup cannot strip your intent
  • Prototype ambushes, timed reinforcements, hazard zones, and objective contests on the board you already play on

Events are the difference between “here is a pretty map” and “here is a mission.” Open a layout under Custom Games → Maps, switch to the Events tab, drop a piece, and wire one simple trigger — then import that map into a game and watch it fire.

Join our Discord for alpha access and to share the scenarios you build.

← All posts