queeshai wrote:
I find it odd that wandering whorl can target ocean hexes that are no longer visible to the user. doesn't this largely defeat the point of water weird?
The Water Weird is really practical in a water deck anyway. The main problem with them is that they take precious water space on the dry maps!
queeshai wrote:
and, what if the terrain has been changed since the last time you saw it -- do you get the message about not being able to move, letting you keep guessing in the dark til you find an acceptable spot?.
If the space was water the last time you saw it, you can try moving, and if it is water now, the whorl moves. Otherwise nothing happens - you can keep guessing for other spaces (as long as they are water on your screen).
One danger with moving to a space you cant see is the opponent might have put something on it. That means the whorl is lost out of sight
I've had that trick pulled against my water deck two-three times by now...