--THE RULES--

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--THE RULES--

Post by Admin on Thu Jan 19, 2017 6:37 pm

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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