I know that there are terrain types that limit LoS and movement, but are there types that have actual abilities? Cards like Hot Spot and Bless seems to add "marker abilites" to the map, so the code certainly seems to exist for it. How about: Icy patch - a frozen river or lake, which adds an amount of Slide to any attack (on target) or movement card? Natural Lava - basically a recurring Hot Spot or Flame Wall. Thorny Undergrowth - passing through causes bleeding effect. Fungal Growth - passing through causes combustible attachment due to spores being released. Any other terrain type / abilites you can come up with? Do you think terrain abilites would be something that adds to the gameplay or a distracting irritance to the actual gameplay?
Unholy Bone Pit - While standing within the pile of bones healing effects of cards cast by or on that character do not function (although other effects of those cards still function normally) and unholy cards gain a 50% chance of keep
Wishing Well - Any unit standing on (or near, depending how important you want it to be on the map) the well draws an extra card at the beginning of the round (or adds 1 to any dice roll, or any other "lucky" effect)
I posted similar thing in car suggestion topic. Would be nice to have card that gave you possibility to actually create obstacles like stones permanently It would involve a whole new layer of strategic thinking. The mentioned stone, which could be summoned could be used offensively and defensively as you would be able to block line of sight of enemy or cover your teammate. I find such things awesome as they require thinking and I hope this game will be all about thinking strategically
Pit Trap - Stop. Hidden. Attacks for 5 damage (may be blocked or reduced by armor like all attacks) and if damaged, reduced any movement effects by 2 squares, Duration 2. Quicksand - Stop. Movement cards and effects have a 50% chance of failing.
This in no way invalidates your suggestion but the mob jons avatar is based on uses fungal spore attacks and there effect seam to be to immobilize anything it hits for 1-2 turns so that would be the logical theme just a little fluffy insight to the game ^^'
It's ok Wozarg, I was just trying to the champion the cause of terrain abilities than specific ones, those are just there as examples of what I imagine could be cool. Also, any kind of fluffy insight into the actual game is always nice - not that many mobs up on the wiki yet.