Here is the new(er) version of the map as presented in small res on
5th of April official Update.
All redrawn but background to make it clear enough to test and play.
PDF file if ever you need to edit with Illustrator for your own purpose.
Please tell me if I've miss-interpreted anything.
- Rules 2.9 wrote:
Lava - Erupting
3D elements: none
Terrain effect: a unit cannot WALK, RUN or DEPLOY into erupting lava. If a unit enters an area of erupting lava, they become the target of a 7 dice ATTACK. The unit is then moved 1 area into any adjacent non-lava area chosen by the opposing player.
Lava - Dormant
3D elements: none
Terrain effect: a unit cannot end a turn in this area. If a unit enters an area of dormant lava, they become the target of a 5 dice ATTACK. The unit is then moved 1 area into any adjacent non-lava area chosen by the opposing player.
Shouldn't it be: if a unit
stops in /b] an area of dormant lava instead of [b]enters ? Because if not you cannot jump across without taking damages.
I guess the only difference is that you cannot decide to enter or WALK/RUN through Erupting lava. Anyway it seems it's only dormant lava on this map.
I have to test it again but I think I'll add this extra bit to the rule: any 2 blank results would give control on where the unit is moved to the player and not to the opposing player. I don't like the fact that opposing player gets automatically an extra advantage exactly as I didn't like the automatic advantage given to the player before (and abused by players in last Beasts of War video). So 0 or 1 blank result: opposing player is choosing. 2 blank results: the player him/herself chooses.