Hall of Winds

Each turn Knock all targets 1 space away from your side. At the end of each turn (your turn and enemy's turn), friendly and enemy units are shifted horizontally.

What happens that you might expect: castles do not move. units do not move onto or through castles or other units. units do not move past the edge of the screen.

What happens that you might not expect: buildings move, including the hall of winds. moving buildings can be a useful mechanic, although the description on buildings indicate that they should be immune to being moved, so perhaps this will change in later versions.

useful for: advancing units that otherwise do not move grouping enemies together to hit them with area damage or chain lightning. advancing slow units keeping the enemy away