--- title: Muhq's Game - Map Tiles header-includes: '' --- # Common tiles ## House > A small structural building 1. **Units** on this tile can't be attacked from ranges > 1 ## Tower > A military building for area control 1. **Units** on this tile with attack range X > 1 have attack range X + 1 ## Farm field > A place to generate resource through agriculture 1. A **Farmer** standing on a **Farm field** has full-action: gain 3 resource ## Spawns > A tactical military location 1. **Spawns** are owned by a single player 2. Players can play **permanents** on their **spawns** ## Harbor > A place where swimming stuff is build 1. **Harbors** are owned by a single player 2. Player can play *swimming* **permanents** on adjacent **deep water** tiles ## Street > Routes for faster movement 1. A **unit** on a **street** has an additional **move action** which must end on a *connected* **street** in its **movement range** 2. **Streets** are *connected* if they are adjacent ## Deep Water > Oceans, Lakes, big rivers or canals 1. Only *swimming* **permanents** can be placed on **deep water** ## Water > Water that is passable by a person 1. Not *swimming* **Units** must end their movement on the first **water** tile they enter ## Wall > Walls are constructions to prevent movement of troops 1. **Permanents** can not be placed on walls 2. Treat **walls** as neutral **artifacts** with *solid 10* (no **units** can *switch place* or *carry* them) ## Gate > Gates are passable parts of walls 1. **Units** must end their movement on the first **gate** tile they enter ## Stores > A place to buy shiny new things 1. **Stores** are tiles to buy cards in player vs AI games 2. Initially all available cards are randomly distributed between all **stores** face-down 3. If a **unit** is placed on a **store** its controller may buy cards from this **store** 4. If a **store** is *neutralized* *exile* all its remaining cards