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RULES·WHITE DWARF 380

Playing in the Garden

August 2011·pp. 30–31

THE SHORT VERSION

Suggested rules let players treat a Garden of Morr as mysterious terrain, rolling when a unit first approaches within six inches. Results range from an ordinary graveyard to grasping marshland, a Charnel Pit, a haunted site or an Arcane Ruin, with an extra Storm of Magic interaction. Individual walls, statues and crypts can instead use existing rulebook terrain types; the article asks players to agree these choices before the battle.

Back to the original

Find this article in White Dwarf 380, pp. 30–31.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.