Magnetite Beacon

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Building Stats

Magnetite Beacon
Stats Domain Level Flux Cost Attributes
Attack 0 {{{6}}} {{{7}}} {{{8}}}
Hit Points 6
Speed 0
Vision 1
Range 0


{flux,1}: Pull target Creature 1 space toward Magnetite Beacon.


Specifics of Operation

First attempts to move in direction of green arrow. If that fails, attempts to move in direction of red arrow.
When activated, the Magnetic Beacon attempts to move target creature on space closer to the Magnetic Beacon.

If there is one adjacent hex closer to the Magnetic Beacon, target creature is moved to that hex, unless that hex is occupied. If that hex is occupied, target creature is not moved.

If there are two adjacent hexes closer to the Magnetic beacon, target creature is moved into the closer one, if unoccupied, else it is moved to the other hex. If both hexes are occupied, the creature is not moved.

If there are two adjacent hexes that are equidistant from the Magnetic Beacon, target creature is moved to hex that is clockwise with relevance to the Magnetic Beacon. If that hex is occupied, the creature is moved to the other hex. If both hexes are occupied, the creature is not moved.


In the image to the right, the green arrow represents the first move attempt. The red arrow represents the second move attempt (if there is second attempt). White hexes have only one possible move. Pink hexes have two possible moves; tries the closer one first. Green hexes have two possible moves; tries the clockwise one first.

The principle of movement is the same as Call from the Pit

--Keyser 20:27, 17 September 2009 (UTC)

More Questions?

To ask questions about this card, please visit this thread