OpozO Board Tiles come in many varieties and can perform a wide range of play functions that operate with Play Tiles.
The most common Board Tiles we use in OpozO are:
OpozO White (Blank) Board Tile, and OpozO O Board Tiles
OpozO White Board Tiles are used predominantly to vary game board structures and create space between opposing sides so that play can develop fluidly. White Tiles have no play function except to allow Play Tiles to occupy and move across them. See How to Configure and Play OpozO Games Video Guide 1. (Coming Soon)
OpozO O Board Tiles are similar to OpozO White Board Tiles once a game begins, however are used at the start of games to signify where players can set up their Play Tiles. The allocation and placement of OpozO O Board Tiles in a game board can provide tactical advantages before play commences.
OpozO White and O Tiles are the most common play tiles used in all OpozO Play Systems meaning they can be used in a number of different ways for different games.
Below are examples of a simple small game boards using just OpozO White and OpozO O Board Tiles. Opozo Play Tiles work equally well on any type of game board configuration.
When constructing game boards you can create game boards of various sizes and shapes to vary the game challenge of way in which you want to set up play tiles. Be aware that not all game boards will work as well as others. When creating a new game board, good design will always benefit the way a game plays and the outcomes of games.
In some OpozO games elimination of opponent Play Tiles is required, we can use the Game Board Boundary to, for example, OpozO Push, OpozO Bump or OpozO Displace a Play Tile from the game board simply by moving the Play Tile off or beyond the boundary.
With OpozO we have the opportunity to create game boards with holes. If there is a hole in in the game board, we call this an Inner Board Boundary.
We recommend that Holes are only used in larger game boards as they can disrupt or even impair play fluidity. Holes can be fun and with OpozO we have a number of unique ways we can incorporate holes in games.
In OpozO Games we use what we describe as Objective Board Tiles. These tile type provide for logistical play considerations. For example, in OpozO Battle Warlords we have a Board Tile called a Stronghold Board Tile.
The objective in OpozO Battles Warlords games can be the first player to occupy an opponents Stronghold Board Tile wins the game.
We can use one or more Objective Board Tiles in a game and can allocate objectives differently for each player as shown below:
If we used the game board above and the objective was the first player to occupy an opponents Stronghold wins, Red would have a clear advantage over Blue.
When setting up Play Tiles ready to play, Players have the option to allow placement on Objective Board Tiles or not. In Games where set up is hidden from each player it may be advantageous to cover up Objective Board Tiles with Play Tiles.
We use a wide range of Objective Board Tiles with specific applications in specific games for example a OpozO B-Ball Basket Board Tile.
The B-Ball game and win objective is to score baskets. This is achieved by placing a Ball Play Tile onto the Basket Board Tile. The Basket Board Tile function is therefore to signify when a Basket is scored.
We can allocate additional functions to Objective Board Tiles to further enhance and make play dynamics more interesting. In OpozO Battle Thrones we have a Castle Board Tile. A Castle Board Tile works on a similar basis to a Stronghold Board Tile in that the first player to occupy an opponents Castle can win a game. However, in reality Castles are built of stone and are generally stronger than Strongholds built of wood. Castles are tall buildings too which provide advantages against attack and afford defenders a good protection
To reflect real world attributes associated with Castles the OpozO Battle Thrones Castle has some additional attributes other than being an Objective Tile.
Castles provide an occupying own colour Play Tile a +1 Defence enhancement and if that occupying tile is able to shoot missiles, they get a +1 Range enhancement too to reflect a Castles height. This means dislodging a defending Play Tile from a Castle can be more challenging and more fun.
An Obstacle Board Tile is essentially a fixed obstacle during play which is very different to how Obstacle Play Tiles might be applied.
Good examples of Obstacle Board Tiles and the different functions they have are:
Mountain Board Tiles
Mountains are impenetrable to almost all Play Tiles. Exceptions are Play Tiles that have Flight Attributes. A Mountain on a game board will require us to manoeuvre around it. Placement of immovable objects like Mountains need careful consideration and is only recommended for larger game boards.
Deep Water Board Tiles
Deep Water can operate in the same way as an Inner Board Boundary in that Play Tiles have no Swim or Float Attribute will invariably drown. Placement of Deep water needs careful consideration and is only recommended for larger game boards.
Forest Board Tiles
Forests provide enhanced aerial protection, +1 Defence against missiles to any occupying Play Tile, however, reduce the movement range of all tiles to 1 because thick foliage makes movement difficult.
For more information on OpozO Board Tiles go to the tile page below and see our Video Resources (Coming Soon)
We assign attributes to OpozO Play Tiles so they can function on OpozO Game Boards and interoperate with different Board Tile functions within each specific game.
How Play Tiles are expected to perform in games are dictated by what we refer to as OpozO Moves. In OpozO we have 3 Standard OpozO Moves we call:
The OpozO Move applied dictates how a game and more particularly how Play Tile attributes operate. To demonstrate we will focus on the OpozO Push Move which allows us to combine Play Tile Strength. Strength is a Play Tile attribute.
Standard Play Tile attributes we use in OpozO Push games are as follows:
Movement Direction – Forwards, Backwards, Sideways, Diagonal Forwards and Backwards
Move Range – 1 = can move one board space, 2 = can move two board spaces
Movement and range are familiar attributes we find in lots of games not just popular strategy board games. However, with OpozO we can increase and vary the attributes we assign to tiles so they can perform in many different ways. Here are some more examples of how we might apply variation to attributes such as Range and Movement:
Range Fixed or Variable – If a Tile has Range 2, it can move 2 spaces, but how can it move? If we say Range is Fixed (RF) that means the tile MUST move 2 spaces. If, however we say Range is Variable (RV) then we have the option of moving 1 or 2 spaces.
Move Direction Fixed or Variable – If we look at Move Direction and Range together, we have another opportunity to vary tile attributes. Move Direction Fixed (MDF) means we can only travel in the same direction e.g. Forwards. Move Direction Variable (MDV) means, IF we have Range Variable (FV) too, we might move Forwards 1 space and then Sideways 1 space.
Fixed and variable range or movements can only work with Play Tiles that have a range of 2 or more.
So why do we look for so much variation? At OpozO we like to emulate reality as closely as we can. To demonstrate let’s look at an OpozO Battle Thrones Elephant Play Tile and compare that to an OpozO Battle Warlords Raider Play Tile.
In reality a Horse is much nimbler than an Elephant. A Raider Play Tile represents a lightly armoured warrior. War horses were trained to be able to respond quickly to commands so can turn easily.
Raiders have a Range 2 with RV and MDV attributes meaning they can move Forwards and then Diagonal Forwards for example in the same move representing how they might move on a battlefield.
An Elephant however when running, does not turn and in battles often got spooked so once running kept on running! Elephants have a Range of 3 with RF and MDF attributes meaning they have to move 3 spaces in the same direction. The main difference between a Raider and an Elephant is that an Elephant has Strength of 3 and a Raider 1.
OpozO uses Strength as a Play Tile attribute. A play Tile might have a strength value of 1 or 2 or 3. In some games like OpozO Battles we divide strength into Attack Strength and Defence Strength to better emulate the skills of particular tiles. So, for our OpozO Battle Thornes Elephant Play Tile they have Attack 3 and Defence 0 to better emulate how they performed on a real battlefield and how they can perform in your Battle Games.
With each Play System we supply, we set out in easy to understand tables the various OpozO Game Moves and attributes of each Play Tile.
Learn the attributes of a small number of play tiles and play a game. Then add a new play tile and play another game. In this way you can manage the level of complexity in each game you play
For more information of OpozO Board Tile functions and Play Tile Attributes please use the links below.
Click the tile for more information on board tiles.
Click the tile for more information on OpozO Battle tiles.
Click the tile for more information on OpozO Sport tiles.
Click the tile for more information on OpozO OBOTs tiles.