Spielerando

Make mud and snow cost extra movement without trapping anyone

Slow ground is a classic way to make terrain matter, but a tile that costs more than a character's whole move can never be entered, and a half-spent move that allows a big step is exploitable. This entry settles the rule for the leftover points.

Why this works

Terrain should shape choices, not lock people out. If slow ground costs more of the turn but can always be crossed once, the player weighs a detour against time, and nobody gets stuck behind a tile that is simply too dear.

When not to use it

Skip it in games without a grid or without turn limits on movement, and when the extra cost would only slow a casual player. There, change the walking speed on that ground or add a visible hazard.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make mud and snow cost extra movement without trapping anyone" (read_entry mud-and-snow-cost-more-movement) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP