The grid
The grid is what makes distances and token sizes mean anything. Open Grid Options on the toolbar (the grid icon, GMs only) to get the Grid Settings panel.
Grid settings
Section titled “Grid settings”| Setting | What it does |
|---|---|
| Grid Type | Square or Hex. |
| Grid Size (px) | How many pixels across one cell is. This is the number that has to match your map art. On a hex grid it’s the width of one hex, corner to corner. |
| Feet per cell | The real distance one cell represents. Drives the ruler, forced-movement ranges and area templates. |
| Offset X / Offset Y | Nudges the whole grid so its lines sit on the map’s lines. The arrow buttons underneath move it a pixel at a time, and the middle button resets it. |
| Grid Color | The colour of the grid lines. |
| Line Style | Solid, Dashed or Dotted. |
| Opacity | How strongly the grid reads over the map. |
| Show Grid | Hides the grid entirely without losing your settings. |
| Snap to Grid | Whether tokens land on cells when you drop them. |
The Preview above the settings redraws as you change them. If the scene has a basemap, it shows your map’s own top-left corner at actual size with the origin cell highlighted — so you can nudge the offset until the grid lines sit on the lines in your map art, and see it land before you commit. (Nothing reaches the table until you save, so the map behind the panel won’t move while you work.) Click Save to keep your changes, or Cancel to back out.
Hex grids
Section titled “Hex grids”Switching Grid Type to Hex gives you flat-top hexes, and the whole table counts in hexes from then on:
- Tokens snap to hex centres when you drop them.
- The ruler counts hex steps and lights up the hexes it crosses, so the number and the picture always agree.
- Movement and area templates work in hexes too — a burst covers whole hexes rather than slicing through them.
Set Feet per hex the same way you’d set feet per square (5 ft is the usual choice), and use the offset nudge to line the hexes up with your map art.
Auto Grid Setup
Section titled “Auto Grid Setup”Uploaded maps rarely arrive at a tidy 70-pixel grid, and eyeballing the offset is miserable. Auto Grid Setup works it out from the map image instead.
- Open Grid Options and click Auto Grid at the bottom of the panel.
- The Auto Grid panel appears over the map, telling you which point to place. Drag it by the grip along its top edge if it’s covering the part of the map you need.
- Click the map to drop the crosshair, then drag the crosshair itself to fine-tune it — anywhere inside the faint ring will catch it. Click Next when it’s sitting where you want it.
- Repeat for all three points: the top-left and bottom-right corners of one map square, then a grid intersection on the far side of the map. The bar along the top of the panel tracks how far through you are.
- On the third point the button reads Finish. Grid size and offset are calculated and applied, and you’re returned to Grid Settings to check the result.
Start over clears the points and returns you to the first one. The ✕ in the panel’s header leaves the grid as it was.
When the grid still looks wrong
Section titled “When the grid still looks wrong”- Lines drift further out the further right you go — the grid size is slightly off, not the offset. Nudge Grid Size by one pixel at a time, or run Auto Grid Setup again picking points far apart on the map.
- Lines are parallel but shifted — that’s Offset X / Offset Y.
- The map is a different scale to the grid you want — change the basemap rather than fighting the grid. See Basemaps.
Related
Section titled “Related”- Basemaps — the map image the grid sits over.
- Moving and selecting tokens — how snapping feels in play.
- Measuring distances — the units the grid is counted in.
- Building the map — the rest of the map tools.