Posted October 04, 2025 by ruinstars
Ruinstars began as a grid-based wargame. My goal was to avoid the headaches of free-measuring (“You moved an extra half-inch!”), but while the grid solved some problems, it created new ones.
Playtesters often told me the grid was a blocker, preferring freeform measurement instead.
Today I’m exploring the available options to address this and try to figure out a way to make everyone happy.
I don’t want a player’s preferred way to play to feel “tacked-on” or secondary.
In a “dual” mode, the rules, abilities, and missions support both gridded and freeform setups. This can be difficult to maintain (essentially two sets of rules, abilities, and missions).
Splitting rules this way often makes both modes weaker, and I’d rather keep Ruinstars sharp and consistent.
The rules, abilities, and missions were all rewritten to use Paces. A Pace is the game’s unit of measurement, roughly equivalent to our Squares.
1 Pace = 40mm (about 1.5”). On a grid, each Square is 1 Pace wide.
This approach has the advantage of allowing players to play how they want:
On a regular battle mat, just measure as you would in any other game, and with optional print-at-home gauges we can facilitate movement and measurements.
This rewrite was a big undertaking. Every mission and ability needed adjustments, but it future-proofs the game for both play styles.
I personally much prefer the grid. It’s the game mechanism that has most helped our playtest group to play games quickly with minimum fuss, but I completely understand other players’ preferences, and I really want other players to try out the game!
This shift means Ruinstars can welcome more players, while still letting grid fans (like me) keep their favorite way to play. As always, I’m open to any feedback and I’m excited to hear what you think - Will Paces make the game easier to bring to your table?