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Landmarks

As we saw in Chapter 10 – Basic Terrain Types, terrain does not vary much in BattleLore. However, the ingenious nature of men (or, as some might argue, the ancestral talent of dwarves and the forced labor of goblin slaves) is shown in the strategic placement and inspired construction of the many Landmarks that dot the landscape.

Be they artificial constructions or natural wonders, Landmarks are the game’s most distinctive architectural structures and geographical features. As such, their control is often heartily contested, and their possession highly treasured.

Landmarks Common Rules and Generic Effects

Unless explicitly specified otherwise on a Landmark’s Summary card, the following terrain rules apply to all landmarks:

Morale

A Landmark boosts the morale of any unit that occupies it to Bold. As long as a unit occupies a Landmark, it may ignore 1 flag, and possibly battle back.

Movement Restrictions

• A unit entering a Landmark must stop and may move no further on that turn. Follow-on moves are subject to the same movement restrictions, and thus may be impossible, or only partially achievable, during this turn.

Combat Restrictions

• A unit entering a Landmark hex may not battle that same turn.
• A unit on a Landmark hex battles with a maximum of 2 dice.
• A unit attacking an enemy unit on a Landmark hex battles with a maximum of 2 dice.

Line of Sight

A Landmark hex blocks line of sight.

Lore Masters' Landmarks

Being characters of considerable means and power, high-level Lore Masters control vast domains and countless properties. As a result, they often hold a commanding advantage - a family-owned or allies’ property located somewhere on the battlefield, at the onset of battle.

An Adventure’s battle notes will state when Lore Master Landmark rules are in effect.

When Lore Master Landmark rules are in effect, a player with a 3rd Level Lore Master (Cleric, Wizard, Warrior or Rogue) on his War Council receives the corresponding Lore Master’s Landmark at start of play.

If both players have a Level 3 Lore Master of the same class on their respective War Councils, their benefits cancel out however, and neither Lore Master receives a Landmark of that class.

Upon receiving a Lore Master Landmark, and before the game’s first turn, each player must decide where to place his newly received property. When both players have a Landmark to place, the player who moves first in the adventure must place his Landmark first. Each Landmark must be placed on an Empty hex, on the 3rd or 4th row of hexes from the controlling player’s side.

Note that each Lore Master Landmark belongs to the player who laid it. The Landmark’s special effects only benefit that player’s units, never the enemy. All other effects (morale, movement and combat restrictions, line of sight) still apply to all units occupying the Lore Master Landmark, regardless of their status (friend or foe of the Landmark’s original owner).

Articles
Title Author Hits
Witch’s Hut Mark McG 22
Graveyard Mark McG 24
Command Tent Mark McG 24
Creatures' Lairs Alessandro Crespi 70
Magic Pentacle Alessandro Crespi 66
Rogue's Den Alessandro Crespi 54
Secret Passage Alessandro Crespi 46
Training Camp Alessandro Crespi 70
Healing Pool Alessandro Crespi 55
Stronghold Alessandro Crespi 50
Ramparts Alessandro Crespi 58

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Website launched in July 2025 by Alessandro Crespi.
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