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Grid System

The grid keeps tokens, props, and map tiles aligned. Each map page has its own grid type, cell size, and color, so a game can mix tactical maps, hex maps, and freeform scenes.

Open Settings and choose one of these grid types:

  • Square for square-cell tactical maps
  • Hexagon for pointy-top hexes
  • Hexagon (rotated) for flat-top hexes
  • None for free placement without grid snapping

Square grid

Pointy hexagons

Flat hexagons

Set the cell size to match the scale of the background or map tiles. Use the color picker and opacity control to keep the lines visible without covering the art.

Changing the grid updates the current page for everyone at the table.

Settings panel

Hold Shift while dragging an asset to snap it to the nearest cell. Assets that cover several cells align to the grid based on their footprint.

With an asset selected:

  • Press an arrow key to move it by one cell.
  • Hold Shift and press an arrow key to move it by five cells.
  • Hold Shift while resizing to snap its size to grid increments.

Without Shift, dragging and resizing stay freeform even while the grid is visible.

Select one or more assets to open the Grid Tools actions.

Grid Tools

Moves each selected asset to the nearest cell. When several selected assets would land in the same cell, Maps spreads them into nearby cells.

Scales each selected asset proportionally to fit one cell, then centers it in the nearest cell.

Creates copies above, below, left, or right of the selected assets at one-cell intervals. Choose a direction and the number of copies.

This is useful for repeated floor tiles, walls, trees, seats, or other regular map elements.

Enable auto-resize in the Asset Library to fit newly placed assets into one grid cell. Existing assets aren’t changed when you turn the setting on.

  1. Set the cell size to match the tiles.
  2. Enable auto-resize to grid.
  3. Place the first tile from the Asset Library.
  4. Use Duplicate in a Direction to build rows and columns.
  5. Flip repeated tiles with Shift+F or Shift+V for variation.
  6. Move the finished background pieces onto a locked layer.

Demo showing how flipping tiles can be very useful when building with tiles

You can split a packed tile image before building. See Spritesheet Import.

  • If a printed grid is part of the background image, adjust the cell size until both grids match.
  • If tokens don’t land where expected, check whether the page uses square, pointy-top hex, or flat-top hex cells.
  • If the grid hides the art, lower its opacity or choose a closer color.
  • If background pieces keep moving during play, put them on a locked layer.