Difference between revisions of "Halflings (1st edition)/de"

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** For placing/moving a figure (e.g. dragon,... except barns and bridges, that have particular requirements) (Flier conflict)
** For placing/moving a figure (e.g. dragon,... except barns and bridges, that have particular requirements) (Flier conflict)
** For calculating a trajectory (Flier) or action range (Tower) (!G)
** For calculating a trajectory (Flier) or action range (Tower) (!G)
 
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* A triangular gap is considered a hole:
* A triangular gap is considered a hole:
** For landscape continuity (farm) - barn can merge farms
** For landscape continuity (farm) - barn can merge farms
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** For figure placement (bridge)  
** For figure placement (bridge)  
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'''>> How to deal with bridges'''
A bridge could be placed over two Halflings occupying one square space if both ends are in a field. The bridge will also have to comply with the other usual placement rules.
The following considerations are also important, since a bridge is placed across two tiles:
* '''Follower placement:''' Any follower placed on the bridge has to be clearly on one of its halves, that is, assigned to one of the Halflings underneath. This is necessary, for example, if playing with the dragon or the Plague in order to know when a follower on a bridge may be affected. 
* '''Scoring:''' The bridge will count as 1 road segment per Halfling underneath, that is, two tiles in this case. <ref>
{{IconWorld}}
This is required for the sake of consistency. If the road connected to the bridge loops back and passes under the same bridge, the road underneath would count as two tiles and the one passing over the bridge should have the same number of tiles too. In a nutshell, the number of tiles represented by a bridge has to be aligned with the number of tiles it occupies as each tile is counted once when scoring a road.
</ref>


'''>> Wie wird mit Häusern umgegangen'''
'''>> Wie wird mit Häusern umgegangen'''
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