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Fog of war

Fog of war hides parts of the scene from players until they explore them. As your tokens move around, their vision reveals fog. Areas they’ve already seen stay revealed even after they leave (until the GM repaints fog manually). Areas they’ve never seen stay solid black.

This is what gives a dungeon crawl its sense of discovery — your players see only what’s been explored, the GM sees the whole map.

  • GM — sees the whole map regardless of fog. The fog overlay is shown as a light dim over unexplored areas in the GM view (so you can see what your players can’t).
  • Players — see only the revealed parts. Unexplored areas are blacked out.

Fog state is persistent — it’s saved with the scene and survives across sessions. Your players’ explored areas come back when they next open the scene.

How it works

The reveal flow: tokens reveal as they move; lights can reveal too; walls clip the reveal. — How it works

Light-driven reveal

Make a scene light reveal fog of war on its own — perfect for always-on lampposts and magical lights. — Light-driven reveal

Fog memory

Keep explored-but-unlit areas dimly visible instead of plunging them back into total darkness. — Fog memory

Per-player fog of war

Give each player their own fog state so split parties and stealth scenes stay honest. — Per-player fog

  • Token vision — what each token can see (and reveal).
  • Lighting — the light placement that interacts with fog.