|
|
Stacking |
Hexside [1] |
Notes |
|
Clear |
4 |
2 |
|
|
|
4 |
2 |
aquatics only |
|
Desert |
3 |
1 |
|
|
Woods |
3 |
1 |
|
|
Mountain |
2 [2] |
1 [3] |
impassible to most ground units |
|
Swamp |
2 |
1 |
|
|
City |
+1 |
n/a |
|
|
River |
n/a |
1 |
uncrossable by most ground units. |
|
Coastal |
land limit |
1 |
hexside limit = aquatic. See [5]. |
|
Road |
n/a |
2 |
|
|
Bridge |
n/a |
1 |
|
|
Shoal |
n/a |
impassible |
|
|
Waterfall |
n/a |
n/a |
impassible = aquatic & amphibian |
[1] Hexside limits apply to units entering battle hexes. Heroes and fliers
ignore limits.
[2] Only mountain folk and fliers may occupy mountain hexes without roads or
rivers.
[3] Mountain hexsides are impassible. Exceptions: mountain folk, fliers,
heroes.
[4] River hexsides are Uncrossable to most ground units. Exceptions:
amphibians, heroes, fliers. Aquatics and amphibians may move along rivers.
[5] Land and sea parts are treated separately. For land hexsides, the dominant
terrain (not center) applies.