There are three basic types of terrain: blocking, hindering, and controlling. Players can use different builds of terrain as long as they have distinct edge lines, whether that be a printed line or a raised physical edge. Terrain must be labeled by its type, either by painting their edges the corresponding color or by some other means.
Blocking Terrain (Red)
Blocking terrain can't be moved through and blocks line of sight. The area outside of the battlefield is considered blocking terrain.
Hindering Terrain (Green)
Hindering terrain can't be moved through but only partially blocks line of sight. (See line of sight for rules on hindering penalties.)
Control Terrain (Yellow)
Basic control terrain is flat, allowing units to move onto it, and does not block line of sight. Control terrain allows players to gain victory points (see victory points). Collision with control terrain is optional. A unit may choose to collide with control terrain and snap to the edge, or not collide at all and move through the control terrain. (That is, if the control terrain is not also blocking or hindering terrain.)
Below is a complete table of terrains, including nonstandard terrain types used in scenarios. Each terrain links to a page you can use to print it.
| Blocking1 Blocking2 Blocking3 Blocking4 Building |
Blocking terrain is a standard terrain type described in the rules. Units cannot move through this terrain and must snap to it, ending movement. Blocking terrain blocks line-of-sight. Because it blocks line-of-sight, blocking terrain is a critical part of keeping the game balanced. Every control terrain item should have at least one nearby blocking terrain item. Otherwise, a pair of ranged units can position themselves to kill anything that gets near. |
|---|---|
| Control1 |
Control terrain is a standard terrain type described in the rules. Units can move through this terrain. Snapping is optional. Control terrain changes the game from a pure killing contest to one where speed and maneuver are more important. Because control terrain provides the highest victory point reward in the game, a unit that takes a long time to die is sometimes more valuable than one with heavy duty killing power. In addition, the more control terrain items you have, the faster the game will be. Normal control terrain should be placed near the center of the field. |
| ControlA ControlB |
Control terrain type A acts as control terrain only for player A (red). Control terrain type B acts as control terrain only for player B (blue). Units can move through this terrain. Snapping is optional. Player-specific control terrain is generally placed deep in the opposing player's territory. Because of this, it can lead to a slower, more killing-oriented game without completely removing the positional strategy element. |
| Crystal |
Crystal terrain is normal control terrain as described in the rules but is larger and has a blue crystal displayed in the middle. Units on or adjacent to this terrain gain the powers of the crystal as described in the special rules. These powers can be anything from automatic healing to a warm fuzzy feeling that has no effect in the game. Units can move through this terrain. Snapping is optional. The crystal in the center (red border) is considered blocking terrain. The theory behind crystal terrain is that a meteor exploded over the Mediterranean shortly before the Night of Mists and deposited these crystals in various places around the region. When the Mists came, it imbued the unearthly crystals with magical powers. The crystal terrain's large size makes it harder to defend than a standard control terrain item. This enables more units to harness the powers of the crystal during the game, and that's an important benefit, because the special powers are what makes crystal scenarios fun for the players. Typically, a single crystal terrain is placed in the center of the field. |
| Hindering1 Hindering2 |
Hindering terrain is a standard terrain type described in the rules, and usually consists of thick shrubs that obscure line of sight and prevent movement. Units cannot move through this terrain and must snap to it, ending movement. Hindering terrain hinders line-of-sight. Because the penalty for hindering line of sight is so low, hindering terrain favors ranged units, especially the Han units that start with a lot of ranged dice and can afford to lose one or two before shooting. It's good to have hindering terrain in a scenario to give the setup some variety, but for best results you want it placed well back where it adds spice to the initial dance instead of providing cover an archer can use to dominate the center. |
| HomeA HomeB |
Home terrain type A is a special objective for player A (red). Home terrain type B is a special objective for player B (blue). Typically, this terrain is placed in or near the player's deployment zone and the player must get units onto this terrain in order to fulfill a scenario objective. Units can move through this terrain. Snapping is optional. Home terrain is used in scenarios with a quest element, such as one involving the capture of enemy units or the acquisition of some artifact in the middle of the battlefield. Because it is clear terrain, its only strategic value is in its location. |
| Mark1 Mark2 Mark3 Mark4 Mark5 Mark6 |
Markers are clear terrain items that do not affect movement or line-of-sight but indicate special regions on the battlefield. Each marker has a center dot. In some cases the effect of the terrain extends to any unit within a specific range of the center dot. In other cases the effect applies to any unit between the edge of the terrain and the edge of the battlefield. In each case the specific details would be described in the scenario. Markers are used to delineate large regions of the battlefield. As a practical matter, you don't want terrain items larger than a standard sheet of paper, so when you need a big region representing a minefield or a fog bank, you use markers to set it up. |
| Mud1 |
Mud does not block or hinder line of sight, but hinders movement. Units must snap to this terrain before entering it, ending movement. When beginning movement while adjacent to, in, or overlapping this terrain, a unit's movement rate is reduced by the number of pegs on the largest ready figure on the unit. (The bigger they are, the further they sink into the mud.) Mud hinders movement, so you have to snap at the edge. This means it takes at least two actions to get inside. Mud helps protect sorties from close-combat units, because they have to stop at the edge before entering. A ranged, Fireburst, or Death Touch sortie inside the Mud can attack its neighbors without having to worry about getting based by an aggressive cavalry unit that shuts down its attacks. For this reason, you generally want the Mud placed near the deployment zones instead of in the center near the control terrains. Mud is a non-standard terrain type specifically requested by the user community. |
| Swamp |
Swamp is not as thick as hindering terrain, but it is considerably more dangerous, because of the water and the clouds of poison gas. Units must snap to this terrain before entering it, ending movement. Swamp blocks line-of-sight. When beginning movement while adjacent to, in, or overlapping this terrain, a unit's movement rate is reduced by two. At the beginning of each turn, any unit adjacent to, in, or overlapping this terrain takes one damage. A unit in or overlapping this terrain cannot issue special orders. The thick clouds of gas completely block line-of-sight. The Swamp is thus hindering with respect to movement and blocking with respect to line-of-sight, the converse of normal hindering terrain. Swamp hinders movement, so you have to snap at the edge. This means it takes at least two actions to get inside. Swamp specifically favors cavalry units. A cavalry unit inside a swamp is only slightly inconvenienced by the damage from the poison gas and is safe from Fireburst and other forms of ranged attacks. At any time it can charge out of the swamp to attack other units that get near. Of course, it's non-trivial to get into the swamp in the first place. Swamp is a non-standard terrain type designed for certain scenarios. |
| Thicket |
Thicket is grassy hindering terrain that you can move through. Units must snap to this terrain before entering it, ending movement. Any movement path that goes through the terrain reduces the unit's speed by 2. So, for example, a unit with a speed of 6 movement points would only have 4 movement points going through the thicket. The path will always begin at the edge, since you have to snap before going in. A line-of-sight passing through the thicket is hindered (see Line of Sight). In addition, a line-of-sight cannot begin from a notch inside the thicket. Note that this does not affect special abilities such as Death Touch and Aura of Peace that use a range rather than a line-of-sight. Units inside the thicket are protected from close-combat attack, since opposing units have to stop at the edge before going inside. Thicket is a non-standard terrain type specifically requested by the user community. |
| Tower |
The tower is a standard control terrain with an embedded square of blocking terrain. Units can move through the main part of the terrain and do not need to snap to its edge, but the red portion blocks line of sight and requires snapping just like normal blocking terrain. The tower is strategically very different from the standard control terrain. The usable area is smaller and it's harder to get to it from the tower side, so it's easier to keep your opponent out once you get control. In story terms, a tower usually indicates an important building that both armies want. |
| Water |
Water is a pool of liquid that blocks movement but does not affect line-of-sight. Use water to give your archers a place to hide from pesky close-combat sorties. It doesn't provide as much protection as you can get from Mud, but it's also easier to flee when things get too hot. Water is a non-standard terrain type specifically requested by the user community. |
If the players place control terrain, each player places one piece, with the following requirements:
- The piece lies within four steps of the centerline and at least six steps away from each other piece of control terrain.
- There are an equal number of control terrain pieces on each side of the centerline.
If you are using additional terrain other than control terrain, these rules govern their placement:
- Non-control terrain must be placed at least two steps away from other non-control terrain and from deployment zones.
- Non-control terrain can be placed adjacent to control terrain, but cannot overlap it.
The procedure for terrain placement during official tournaments works as follows, though of course you are welcome to come up with your own procedures.