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Terrain Types and Terrainwalks
Definitions
Terrain Helper Spells
Terrain Types and Effects
Terrainwalks and Flight
Limitations of Flight
Questions
What if only some of a group's members are able
to cross a square's terrain?
How can I use my opponent's innate terrainwalk abilities
against him?
What happens to a group if, during the spell execution phase, ...
... its square's terrain changes?
... it gains or loses terrainwalk?
... it teleports to a square with a different terrain
type?
Definitions
Terrain Helper Spells. A terrain is a special
kind of square helper spell. Every square always has exactly one terrain helper
spell. Equivalently, we say that a square has exactly one terrain type.
(Helper spells are internal to the game engine. They're different from the real
spells you can have in your collection and decks.)
- Whenever a square's terrain becomes another terrain type, this
means that its old terrain helper spell is replaced by a new terrain helper
spell.
- Each terrain type (helper spell) can be created by several different real
spells. All of those real spells work by replacing the square's old terrain
helper spell with a new one (of a different type).
Terrain helper spells are like other spells.
- They're visible in a square's spell list.
- Double-clicking on a terrain helper spell's name opens a large-card view
of the terrain, showing its art and text.
- They apply their effects
in the same order as other spells.
Terrain helper spells are different from other spells.
- A terrain helper spell doesn't count as an enchantment. A square with only
a terrain helper spell (remember, every square always has one!)
doesn't show the green enchantment aura.
- Terrain helper spells cannot be dispelled (even though they're visible).
- All damaging/fatal terrains apply their effects in the after
start of turn phase. Only terrain helper spells use this
phase.
Terrain Types and Effects.
- There are 11 types of terrain in Sanctum.
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Terrain
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Effect on Minions and Groups
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Plains
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No effect.
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Barren Land
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No effect.
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Forest
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Minions in forest are concealed.
(Concealed minions cannot be targeted by enemy individual spells.)
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Ice
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When group enters ice, group slides in its direction of travel
to the first non-ice square, or the first square that blocks movement.
A sliding group ignores:
- other groups in all squares except the last square;
- all spells in squares except the first ice square and the last square.
Flight does not prevent sliding.
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Mountain
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Mountain blocks movement unless group has Mountainwalk.
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Swamp
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Group in swamp can exit only in the most recent direction from which
any group entered that swamp.
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Desert
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Desert causes 1 hit point of damage after
start of turn unless group has Desertwalk.
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Lava
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Lava causes 3 hit points of damage after
start of turn unless group has Firewalk.
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Volcano
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Volcano causes 5 hit points of damage after
start of turn unless group has Firewalk. Volcano
blocks movement unless group has Mountainwalk.
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Water
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Each minion drowns (dies)
in water unless minion has Waterwalk. This is
checked:
Water blocks movement unless group has Waterwalk.
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Void
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Void removes group
from the game. This is checked:
Void does not block movement.
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Terrainwalks and Flight. A terrainwalk is the ability
to ignore the harmful effects of certain terrains, and to cross (enter and exit)
certain terrains that normally block movement. Some spells give terrainwalks.
Some monsters, and some nations' recruits, have intrinsic terrainwalks.
- There are 6 types of terrainwalks in Sanctum (although Swampwalk currently
isn't used).
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Terrainwalk
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Effect
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Spells and Nations
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Desertwalk
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Group takes no damage from desert.
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Bone Chariot, Caravan.
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Waterwalk
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Group may cross water, and does not drown in water.
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Bleak Isle (II), Nereid's Curse, Water Breathing, Water
Walking.
All Djinni (Mind) and Vision (Hope) recruits have Waterwalk.
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Mountainwalk
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Group may cross mountains and volcanoes. This does not protect group
from volcano damage.
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Mountain Climb.
All Dwarf (Making) and Shadow (Despair) recruits have Mountainwalk.
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Swampwalk
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Not implemented.
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Not available.
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Firewalk
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Group takes no damage from lava or volcanoes. This does not allow group
to cross volcanoes.
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Bone Chariot, FireWalking.
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Flight
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Group may cross any terrain, and is immune to adverse terrain effects.
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Dracha's Sphere, Flight, Flying Carpet, Shaman's Walk.
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Limitations of Flight.
- Flight gives immunity to adverse terrain effects. These are
only those damaging or fatal effects from terrain
types that occur in the after
start of turn phase. Flight does not protect against anything else
(unless explicitly stated).
- Groups with Flight still slide on ice (because ice's
text explicitly says so).
- Groups with Flight still suffer all other non-terrain spell effects.
(Examples: Leechwood's dispel, Faerie Circle/Lost Mine's leaving the board,
monster group falling into Cessao Spiral, etc.)
- Some monsters with Flight take less damage in combat unless its opponents
also have Flight. This usually gives the monster a combat advantage similar
to armor.
- Volgaris does not have Flight (even though his card art and
group sprite depict him having wings)!
Questions
What if only some of a group's members are able
to cross a square's terrain? Then the group cannot enter (or exit)
that square. Movement must be unanimous. If any one minion can't
go, then the whole group can't go.
Some examples:
- Group A has 7 Dwarves (who have Mountainwalk) and 1 Djinn (who has Waterwalk).
- Group A can't enter mountain, because the Djinn bounces off.
- If a mountain appears under group A, then group A is stuck there, and
cannot move away, because the Djinn can't exit the mountain.
- Group A can't enter water, because the 7 Dwarves bounce off.
- If group A is thrown into a water square, the 7 Dwarves drown, and the
Djinn survives.
- Group B is a Horde of 4 Humans. One of them gets Forsaken.
- Group B cannot enter any structure, because the one Human with Forsaken
bounces off.
How can I turn my opponent's innate terrainwalk abilities
against him?
- Cast Volcano in the path of a group of Dwarves or Shadows. Their
Mountainwalk enables them to walk onto the volcano, and then they'll take
5 damage each.
- Cast Forbidden Ichor on a Dwarf or Shadow when its group is on a
mountain. There's a 10-in-11 chance that it will change to a non-Mountainwalk
nation. Then the entire group is stuck on the mountain! (The only way this
can fail is if you change a Dwarf into a Shadow, or vice versa.)
- Cast Forbidden Ichor on a Djinn or Vision when its group is on water.
There's a 10-in-11 chance that the targeted recruit will drown in the next
before movement phase.
- Cast Penumbra on a group containing Djinni and or Visions when its
group is on water. All Djinni and Visions in the group will drown in the next
before movement phase. You could wipe out an entire group of 8
this way!
What happens to a group if, during the spell execution
phase, its square's terrain changes? It depends on the new terrain
type.
- Fatal terrains (water, Void) apply their effects immediately, since their
texts say when ... created. Hence, any minions that can't swim/fly
will die/be removed from the game as part of that spell's execution, before
the next spell executes.
- Damaging terrains (desert, lava, volcano) don't inflict any damage right
away. If the group moves out of the square in the same turn's movement phase,
it escapes without any damage at all. Only if the group stays there until
the next after start of turn phase would it take any damage.
- Other terrains have no effect during spell execution. (They could block
movement during the movement phase.)
What happens to a group if, during the spell execution
phase, it gains or loses terrainwalk? Nothing (yet).
- Fatal terrains (water, Void) do not say that they check their effects
after each spell's execution. The earliest time for water or Void
to recheck a group is in the before movement phase. Hence, groups
that lose their terrainwalk during spell execution while in a water or Void
square will survive unhurt for the rest of the spell execution phase!
So they could be saved by a later spell in the same spell execution phase
that gives them a new terrainwalk, or changes the square's terrain, or teleports
them away.
What happens to a group if, during the spell execution
phase, it teleports to a square with a different terrain type? Nothing
(yet), for the same reason as losing a terrainwalk.
Terrains do not (re)check their groups after each spell execution. The earliest
terrain recheck is in the before movement phase, for water and Void.
Case study. Player B has previously cast a Void on the board. Player
A has a recruit group on the board, without Flight.
- Player A targets Plains on the Void square.
- Player B, with initiative, targets Bolt of Somersaults on A's group.
- First, B's Bolt of Somersaults executes. It teleports A's group onto the
Void square!
- Since Void doesn't check the group yet, the group survives, and hovers
in mid-air over the Void.
- Next, A's Plains executes. However, the Void square is no longer unoccupied,
because A's group is hovering in it! This violates the game rule that
a square spell must target an unoccupied
square. So the Plains squanders!
- This completes the spell execution phase.
- In the before movement phase, Void checks A's group, and removes
it from the game!
Hapless Player A lost his group and his Plains spell, and didn't even
get rid of the Void!
v2.10.01 Last updated 2005/08/15
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