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---
title: Muhq's Game - Map Tiles
header-includes: '<script src="../../js/linkableRules.js"></script>'
---

# 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