Movement
• A foot unit that enters a Witch’s Hut hex must stop and may move no further on that turn.
• A mounted unit or Creature may not enter a Witch’s Hut hex.
Battle
• A unit entering a Witch’s Hut hex may not battle that turn.
• A unit in a Witch’s Hut hex battles with a maximum of two dice.
• A unit attacking an enemy unit in a Witch’s Hut hex battles with a maximum of two dice.
Line of Sight
A Witch’s Hut hex blocks line of sight.
Morale
A unit on a Witch’s Hut hex may ignore one flag.
Special Effect
• An adventure’s battle notes state when the Witch’s Hut hex rules are in effect and detail any additional special rules.

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