In the vast wasteland of the northern tundra of Thaelenk, lays a great Jandarian stronghold. Few have ever tried to oppose it. None have even succeeded in making it to the fortress doors; for in that frozen, desolate land dwell the wild Dzu-Teh. The ivory fur that covers these beasts not only serves to shield them from the harsh cold, but also hides them from the sight of their enemies in that immense snow-driven terrain. The Dzu-Teh have become masters at using the glacial peaks jutting from the landscape to ambush any that trespass on their land. But for reasons unknown even to Jandar himself, the Dzu-Teh are fiercely loyal to him and have never challenged any troops bearing his colors.


  • Move: 5
  • Range: 1
  • Attack: 4
  • Defense: 3
  • Figures Per Squad: 3
  • Point Value: 75


Glacier Traverse: If a Dzu-Teh is adjacent to a Glacier Mountain, the Dzu-Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu-Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.

Glacier Camouflage: If a Dzu-Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu-Teh to attack it with a normal attack.

Snow and Ice Enhanced Movement: Slippery Ice and Heavy Snow only count as 1 space when moving (Whereas other figures would have to count them as 2 spaces).

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