--THE RULES--
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--THE RULES--
MOVEMENT RULES
Foot = 1 Tile x 2 Turns
Cavalry = 1 Tile x 1 Turn
Naval = 1 Tile x 1 Turn (2 Tiles x 1 Turn after 1st turn)
[RELICS]
City Ruins= Extra Expansion allowed
Mead Hall= Ground can keep up with Cavalry in Snow
Oracle= Transport twice as many troops via naval
Shrine= 25% increased food productivity
Scared Grove= Defense attacks first
Idol= No penalty for wind currents
Sacred Woods= Ground can keep up with Cavalry in Woods
MISC
Air Currents= Catch aircurrent for an extra tile per turn,
Rivers= Same as sea movement, without momentum bonus
Swamps = Cavalry is slowed to 1x2 Turns
Mountains= Penalty for one turn
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