Some tiles include options. These options allow you to obtain several versions of the same tile. This can be used to illustrate different versions of the same tile, which may vary, for example, in the case of a door, depending on whether it is open or closed. Another concrete example would be the different units in Memoir '44: you have infantry icons, which represent 4 miniatures on the game board, and icons for specialized infantry, which only require 3 miniatures to be placed.

There are several ways to approach the design of a package in this type of case. The simplest would be to simply create several entries in the list, i.e., several items.

This is not what is done in the Memoir '44 package, as the units have options.

It should be noted that the infantry includes the option icon to the right of the item level (here at level 4). This icon means that the item includes more or fewer possibilities, i.e., options.

When placing this item, you can press the “O” key on your keyboard to scroll through the different options. Please note that if an item cannot be rotated, clicking the right mouse button will have the same effect.

Options can take many forms. Not only can they influence the type of unit you place, as we have just seen, but they can also influence the placement of certain items, for example. Let's take Resident Evil 3 as an example:

The options here are not for choosing a different type of unit, but rather for choosing its location. In this type of package, you can have several icons coexist in a single box, and, as you can see in the animation above, you cannot place the zombie if it is above the chest. Just imagine that you cannot, in reality, place a token on top of another token. As usual, all of this is defined by the package designer, and there would have been other solutions to achieve the same result; this is just one among many.

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