Read the terrain, prepare your next move

Terrain
and strategy

The shortest route
is not always the best one.

In Pawn&Peak, elevation changes movement costs and combat outcomes. Learn to spot useful high ground, an efficient detour and terrain that activates a special ability.

Explore the examples
A Mountains board in Pawn&Peak, with pronounced elevation towards the centre.
Read the board before choosing your plan.

01 · Two different effects

Movement and combat use height differently.

For movement

Each step costs 1 + the absolute height difference. Moving from 0 to 2 costs three points, and descending from 2 to 0 costs another three. Every height change along the path adds to the cost.

For combat

Compare the height of the attacker’s starting tile with the target’s: +1 if it is higher, −1 if it is lower. The bonus does not accumulate with the levels crossed.

02 · Learn by example

Four situations to recognise.

These simplified diagrams show heights, not coordinates. Unless stated otherwise, routes are clear and no allies support the combat.

Example 1 · Choose a route

Two tiles can cost more than four.

A Protector starts on the left tile and aims for the right tile, both at height 0. The central tile between them is at height 2.

  • Straight across: climb then descend, for 3 + 3 = 6 points.
  • Around the top: four steps at height 0, for 4 points.

The Protector can take the detour with its four movement points. The game uses the cheapest route: visual distance alone is not enough.

The gold route costs 4 points.
Crossing the centre would cost 6.

Example 2 · Prepare a capture

The Scout gains an edge from above.

A strength-1 Scout stands at height 1, next to an opposing strength-2 Protector at height 0.

The attack costs two movement points. Its attack becomes 1 + 1 = 2 against 2 defence: the attacker wins the tie and captures.

But if an ally of the Protector stands on another tile adjacent to the target, its defence rises to 3. The same attack is no longer enough.

S1Scout · height 1
P0Protector · height 0
No reinforcement: attack 2, defence 2.
One blue reinforcement: attack 2, defence 3.

Example 3 · Use an ability

Elevation can trigger a charge.

A Protector and an opposing Guardian have one tile between them. Both stand at height 0; no other pieces are involved.

  • Middle tile at 0: cost 2, attack 2 against defence 3. The capture is not allowed.
  • Middle tile at 1: climb then descend, cost 4. The charge adds +1: attack 3 against defence 3, so the capture is allowed.

In this example, the rest of the board is flat: the cheapest route really does cost four points with the raised tile. You cannot force a four-point detour to gain the charge when a cheaper route exists.

0Protector
1Empty tile
0Guardian

2 + 2 = 4 points

The charge comes from the movement cost.
Both pieces are still at the same height.

Example 4 · Cross a slope

The Scout’s ability ignores elevation.

On a slope rising two levels per tile, a Scout at height 0 aims for an empty tile at height 4, two tiles away in a straight line.

The normal route costs 3 + 3 = 6 points: more than its budget of five. Its special ability can still reach that tile without elevation costs.

The intermediate tile must be empty. This takes the whole turn and cannot capture. Before using it, check whether the new position will remain safe on your opponent’s turn.

0Start
2Empty
4Empty

Normal: 6 > 5

Normal move exceeds the budget.
Special move is allowed if the path is clear.

03 · Adapt your reading

What each terrain invites you to notice.

Normal and Ranked matches use random terrain. In Training, Local and LAN, you can choose the type. These tips are ways to read the board: the actual positions of tiles and pieces decide the best move.

Terrain profiles and points to watch
TerrainProfileWhat to watch
FlatAll tiles at the same height.Distances, support and the extra point to exit. No elevation bonus.
MountainsGeneration favours positive heights.The cost of reaching high ground and cheaper passages around raised terrain.
ValleysGeneration favours hollows.The cost of descending and climbing out. A tile in a hollow is still lower than a target on its rim.
HighlandsContrasting high and low areas.Height transitions and attacks prepared from the edges of higher areas.
WoodlandsHeights limited to −2 through +2.Small changes that affect a charge or capture. Decorative trees do not provide cover.
DesertGenerally less uneven terrain.The occasional height difference: even one level can change a capture.
EverestTerraces rising towards the centre.The cost of crossing towards the centre, routes around the edges and the Scout’s abilities.
MarianaTerraces descending towards the centre.The cost of leaving the hollow and your height relative to the target before attacking.

A terrain’s name does not grant hidden bonuses to pieces. The effects come from tile heights, positions and each role’s abilities.

04 · Put it into practice

One idea to try in each match.

A clear decision before every move.

Find helpful habits and mistakes to avoid in the beginner’s guide.

Beginner’s guide

Rules and examples checked against the beta engine on 6 November 2026. Diagrams illustrate local situations, not a winning strategy against every defence.