
The terrain rules for Ruin are fairly simple. Each player has a pile of 3 Terrain Cards at the beginning of the game. No two of your three cards maybe be the same. Each player shuffles their card and reveals it. The map pictured on it becomes their half of the field. The ruin cards are marked with hexes and color-coded to tell you the terrain type of each hex.
Terrain Types:
In Ruin there are 4 terrain types. Three are the standard terrain; Rock,
Dirt: Dirt terrain represents dirt, low grassland, and other non-rocky areas with little foliage. It is generally a neutral terrain for most races, though some excel at it, such as the burrowing Kaalik, attuned from so many years of tunneling.
Forest:
Rock: tough mostly representing craggy and mountainous areas, rock can also be the stone floor of a temple or the streets of a city
Water: Water is usually a small stream or pond, and has special rules attached to it. Only Flying units may move on water terrain. Some units have the Keyword Ability Swimmer, which allows them to move over water terrain as though they had flying. To all other units, water is impassable. Water confers a +0 bonus to attack and a +0 bonus to defense
Walls:
Walls are on the border of select hexes in the game. If a hex is terramorphed, all walls on it still remain in their original position. You cannot move or attack through a wall, though you can move around it.
Blank tiles:
As Ruin maps are symmetrical, at the beginning of the game, there are 4 gaps on the map. Use a random method such as dice rolls or flipping a coin. The player that wins chooses to either go first, or place terrain in these 4 spots. Whichever player does not go first places the terrain. In games 2 and 3 of best 2 of 3 matches, the loser of the previous game receives the choice. Walls may not be placed. The tiles may not be water tiles, only
Terrain Cards:
a sample terrain card looks like this. The ? Hexes denote where the coin-flip tiles are placed. The A is where your opponents artifact is placed. The R is the return where your artifact must go, and the space where your units spawn into the map. The gray is rock, the green is forest, the brown is dirt, and the blue is water. The places where the border between hexes is a thick white line denotes a wall.