Hex grids are the classic choice for overland travel in tabletop games, because every neighbouring hex is the same distance away. This guide covers how to scale them, number them, and print maps big enough to matter. For dungeons, switch to a square grid.
On a square grid, diagonal movement covers more ground than a straight step.
On hexes, every adjacent cell is the same distance, so travel is consistent.
That is why hex-crawl campaigns and wargames use them for the world map.
Pick a hex scale
6 miles per hex is a common regional scale for a hex-crawl.
1 mile per hex suits local exploration.
Write the scale in a corner so you do not forget it mid-session.
Mark terrain and print big
Use simple per-hex symbols — trees for forest, peaks for mountains.
Leave some hexes blank for the unknown and fill them as players explore.
Print on Tabloid, or export the vector PDF and print poster-size.
Frequently asked questions
Why use hex grids instead of squares for RPG maps?
On hexes, every adjacent cell is the same distance away, so movement and ranges are consistent in all directions — unlike squares, where diagonals are awkward.
What scale should a hex be?
A common regional scale is 6 miles per hex; 1 mile per hex suits local exploration. Pick one and note it on the map.
How do I print a big hex map?
Use Tabloid size, or export the vector PDF and print it poster-size at a copy shop without losing sharpness.
Can I switch between pointy-top and flat-top hexes?
Yes — the generator has a hex orientation control that flips between the two layouts.