Building the Future
June 2006·pp. 28–33
THE SHORT VERSION
Dave Andrews describes the design decisions behind the interchangeable city buildings, from a recognisably Gothic architectural language to floor heights and openings that leave models accessible during play. The team first imagined intact structures and then worked out how to ruin them convincingly; digital design and shared floor and accessory frames made three distinct building styles compatible. The result aims to make constructing and storing a useful gaming city much easier than assembling a collection of elaborate scratch-built showpieces.
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Find this article in White Dwarf 318, pp. 28–33.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.