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🌬 Wind Direction Card

The Wind Direction Card determines the dynamic wind flow across the battlefield.

Unlike simple directional systems, wind in Elvendor has both:

  • A Starting Point

  • An Ending Point

This creates a clear wind vector across the board.

🎲 How to Determine Wind Direction

Before the scenario begins:

  • Roll 1× D12 → Starting Direction

  • Roll 1× D12 → Ending Direction

The wind flows from the first result toward the second result.

Example:

  • First roll: 3

  • Second roll: 9

Wind flows from segment 3 across the board toward segment 9.

πŸ”„ If Both Rolls Are the Same

If both D12 rolls show the same number:

  • Wind is considered unstable or swirling

  • Wind speed is reduced by 1 (minimum 0)

  • No directional bonus or penalty applies

This represents circular or chaotic airflow.

πŸ“Œ How It Works on the Board

The Wind Direction Card is divided into 12 equal segments.

Each number represents a specific directional vector relative to the board layout.

Players place a Wind Arrow Token:

  • Starting at the first number

  • Pointing toward the second number

This visually indicates wind movement across the battlefield.

πŸŒͺ Wind Speed

Wind speed is determined separately using the Weather System.

Normal Mode (D6):

  • 1–2 → Speed +1

  • 3–4 → Speed +2

  • 5–6 → Speed +3

Hard Mode:

  • D6 value equals wind speed (1–6)

Heroic Mode:

  • Roll 2D6 for extreme wind conditions

Wind Speed modifies the strength of directional effects.

βš” Gameplay Effects

🏹 Ranged Attacks

When attacking:

  • With the wind → Minor range or accuracy bonus

  • Against the wind → Minor penalty

  • Crosswind → No bonus or penalty (optional slight deviation rule)

πŸ”Š Noise System Interaction

Noise travels differently depending on wind direction.

If noise travels:

  • With the wind → Detection radius increases

  • Against the wind → Detection radius decreases

  • Crosswind → No change

This integrates directly with your Noise Value modifier system.

πŸ”₯ Environmental Interaction (Future Expansion)

Wind may:

  • Spread fire

  • Shift fog

  • Influence crystal energy dispersion

  • Affect airborne abilities

🎯 Design Purpose

This system:

  • Prevents predictable combat

  • Encourages positioning

  • Creates tactical movement choices

  • Enhances immersion

  • Increases replayability

Because wind is directional and dynamic, each scenario feels different.