STEP 3: Storm Movement & Damage:
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The CEO rolls 1d6 twice, once for direction and once for distance.
Roll 1d6. The Storm moves in the direction of the corresponding number on the Storm counter. Roll 1d6. Divide the result in half, rounding up. The Storm moves that number of hexes. If the Storm moves off the map, put it aside – it will reappear on the Polar Ice Cap in the next Fiscal Year. |
Resolve Storm Damage:
If a Storm moves through a hex containing Squishy units, the units die and are removed from the board. One water marker from the Bank is left behind. MNY or Alien Tech Cards may modify this. If a Storm moves through a hex containing Crunchy units, the units are incapacitated and can not (voluntarily) move during that Fiscal Year’s Q2 Movement phase. |