Weather
The weather changes a battle: it can hide animals, slow them down, hurt them or open new paths. These are the weather types of Zoomandos and what each one does.
Day, night, rain and mist are chosen when a game is set up (Advanced settings; a map can suggest some). The kinds can be combined and are independent of fog of war.
Day
The normal board with the normal sight of every animal.
Night
The board is darker and bluish, and every animal sees less far: sight 4 becomes 2, 6 becomes 4; short sight (1-2) stays as it is. The shorter sight only matters in games with fog of war; night works with or without fog.
Rain
A grey-blue sky, falling rain and splashes on the ground. Rain puts fires out (a burning attack still hurts but nothing burns on afterwards), the ground turns to mud (heavy animals on the ground walk 1 tile less, everybody else does not mind) and everybody sees 1 tile less (sight 1-2 stays as it is; with night the two add up). Only the sight matters in games with fog of war.
Mist
A pale mist drifts over the board and nobody sees further than 2 tiles, whatever their sight (short sight of 1 stays as it is; with night or rain on, the shorter sight counts). Like night and rain the shorter sight only matters in games with fog of war.
Snow
Snow falls softly over the board. It is only for the look - the rules do not change. It goes well with the winter ground.
Thunderstorm
Rain falls and the sky flashes. At the start of every round a lightning bolt strikes one animal, picked by chance out of all animals on the board (every team, flyers too) and takes 2 hit points. Nobody can dodge it, so animals with more hit points are safer; a bolt that kills the last animal of a team ends the game.
Heatwave
A hot sun bakes the land. Every round up to 3 tiles change: open water at the shore (next to dry ground) dries up into sand, so ponds shrink and new ways open, and grass next to sand dies and turns to sand too, so the dry ground spreads. Bridges stay. A tile with an animal or a structure on it is left alone for now.
Flood
The water keeps rising. Every round up to 3 tiles change: sand or swamp at the water's edge goes under water, and grass next to water or marsh turns into swamp. Hills, forest and rock stay dry. A tile with an animal or a structure on it is spared as long as it stays there - so a flood leaves islands, and moving on can mean swimming.
Frost
A hard frost grips the land. Every round up to 3 tiles freeze: open water next to dry ground, or next to ice, turns to ice, so the ice creeps out from the banks and ponds become walkable (and slippery - heavy animals break through). Bridges stay. A tile with an animal on it is left alone until it leaves.