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Hex Game 1

Top-down view on a hex grid using Steven Colling's art packs. Game starts with a single hex tile at the center and additional ones are added as its neighbors as the game progresses. Player draws cards which can come in three forms: lands, locations and items.
Lands are tiles that are added as neighbors of already placed tiles, starting from the center. Each placed land has a number attached to it, and before a round starts dice are rolled. If the number for this land is rolled, then it will give the player whatever resource it provides. Land types are: city dense, clouds, desert clearing, grassland sparse, hills dense, oak forest dense, ocean big, pine forest dense, swamp clearing, valley dense, wheat dense.
Locations are added to lands and will apply effects to that land or to nearby lands, as well as effects to the player himself. Location types are all the 30 ones described as "Elements: Locations" in Isle of Lore 2's documentation.
Items can act as artifacts that give global effects, as improvements that provide effects per round, as modifiers for lands or locations they're attached to, or as resources to be traded. Item types are all the 200 ones described as "RPG Item Icons".
How long this would take to do depends on lots of details of the game itself which I do not yet have. Getting the mechanical part of the gameplay implemented is like 2-3 weeks at most, but designing interesting and varied enough gameplay around the land/location/item assets would take longer and has more blindspots than an action game. I could see it taking two months, but I could also see it deceptively taking more... It's a decent idea but risky because of this.
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