In the very early days

 One of the very earliest examples of an electronically enhanced board game was adding hall sensors to a series of Space Hulk type board sections


These were hand-etched PCBs with a PIC microcontroller mounted on the underside. As the player moved a magnet (glued to the underside of a tabletop miniature playing piece) above each square, the appropriate messages were generated (pick up, put down, which square etc) and relayed back to a "master controller" device.

The master controller server two purposes - firstly, it was a bridge between all the board sections and the app running on a mobile/tablet device. The messages generated by each board section were passed along a common single-wire bus, to a single point and then sent to the app via bluetooth. Without this "master controller" we had no way of getting the messages from the boards (hardware) to the game app (software).

The master controller also served a second purpose - as a way of getting "command decisions" from the player - if they wished to turn to face a particular direction, or to shoot towards a target - this controlled provided the user with a number of buttons to select which action this wished to carry out.


Even in these very early days, the signs were encouraging. It was relatively easy to connect up multiple board sections to create a "dungeon crawler" type game, and to track pieces as they moved around the "dungeon".


We quickly prototyped some different board sections shapes, with a view to adding a 3d element to each board section and had PCBs manufactured


Gluing up some laser cut mdf and some cardboard panels and we had some pretty decent looking sci-fi terrain (with built-in electronics) relatively easily


The final board - when a few pieces were connected together - looked pretty impressive!


So what went wrong?


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