|Xanth 2.0 A4 PDF||Xanth 2.0 JPEG|
This is an all-new electronic map of the fantasy land of Xanth
created by Piers Anthony. The V1 map was hand-drawn in 1992.
The new map features magic areas and spells. The map legend describes these but some clarification has been needed in the first two games. These points are listed below as a FAQ:
Buying spells from the Good Magician:
Now I am connected to Good Magician can I buy further spells whenever I like or am I limited to when I build in or out or run races that include it?
The instructions say he "can be visited during the build phase or during a race by landing on or passing through his hex". To clarify, you can buy spells on any build round in which you construct some track into or out of his hex. You can also buy spells during a race as you pass through his hex, and these are available for immediate use.
Can I build from there to Vortex?
No, the Mystic Portal spell can only be used during a race.
How does it work with the Gap Dragon and the Dragon Repellent? If you have a Dragon Repellent, will it only be used when the train ends a dice roll over the gap?
The train driver casts the spell when over the gap with the sound of leathery wings in his ears, rather than having to cast it at the start of the race just in case.
When the build crew falls into the Gap does that end building for the whole turn or just the current phase?
I can confirm it is the whole round not just the dice roll. I did wonder about having a levitate spell to protect the workers (so it is just a wasted pip) or perhaps a spell to make the bridge visible (provided it is within a certain range). With neither of these available, companies should ideally arrange to use the last pip of the round to try the bridge (I don't recall there being trade unions in Xanth).
Can the bridge only be used for races south to north or does it just apply during the build stage?
The Gap bridges feature in several of the Xanth novels. There are 3 bridges over the Gap: the main bridge, the invisible bridge, and a one-way bridge from south to north. In the first book "A Spell For Chameleon", Bink is able to find the invisible bridge using a handful of dust (not an option for railway construction teams, they have to build using blind faith). The one-way bridge is protected by "routine one-way magic" which means it cannot be seen or used from the north side. I'm assuming the one-way magic persists even after track has been laid on it.
The text reads that you derail if you enter such a hex. Is that so, or is it only if your dice roll ends on such a hex? If it always derails, I guess it means you will always need to use an Elemental protection for every such race. If it only derails if you end your dice roll on such a hex, then the question is if the Elemental protection is also only used if you end your dice roll on such a hex (similar to how the Dragon repellent works)?
For the element hexes it is indeed derailment due to being sucked into a void, engulfed in water, burnt, blasted by air or covered in earth as soon as the train enters the hex, regardless of whether it stops or not. Unlike the Dragon Repellent spell, the Elemental Protection spell needs to be cast at the start of a race and protects the train for any number of elemental hexes during that race. If a race route passes through the Good Magician hex, a spell can be bought and cast immediately to protect for the remainder of the race.
The greyed out squares at the top of the map. I presume they are out of bounds and not buildable?
They are part of Mundania and Mr. Trump will not allow magical weirdos to build railway lines there!