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Map & Board

The board is a hex grid with deliberate macro-structure: three vertical and three horizontal lanes, intersecting at nine high-value Nexus tiles. Map size determines match length, and starting positions are spread to maximize early-game distance.

Hex Grid

Hex tiles, flat-top, axial coordinates. Multiple map sizes ship — small through marathon — and size determines match pacing.

Map sizeApproximate match lengthStatus
Small~30–60 minDimensions TBD
Medium~60–120 minDimensions TBD
Large~2–4 hoursDimensions TBD
Marathon (24-player)Multiple hoursDimensions TBD

Generation Sequence

Map generation runs as a deterministic 4-step pipeline (seeded by an FRandomStream). Each step's outputs feed the next; the connectivity and playability invariants live across the whole pipeline.

  1. Random untyped layout grid. Generate the hex map shape with all tiles set to Generic — no special types yet. Ensure no paths are cut off (the connectivity invariant from M3).
  2. Pick starting tiles. One home base anchor per player. Constraints: min 2 hexes from any map edge (no border-spawned bases), and spread away from other players so each has prep-time before engagement. Just a home base tile — nothing else typed at this stage (Generic + Home Base rule).
  3. Force the 6-tile ring around each base to Generic. Guarantees every player has a starting ring of "blank canvas" — neutral expansion territory before encountering specials.
  4. Distance-weighted special-tile placement. Generate special tile types with probability scaling on distance from any home base anchor: lower chance close to bases, higher chance further out. Generic remains more likely around bases, but not impossible for a special to appear at 2–3 hexes out — creating early-game racing dynamics when a juicy special rolls nearby.

What this gives:

Lane Structure

Every map is generated (or hand-authored) with a recognizable skeleton:

Lanes give the map a strategic geography: known choke points, predictable corridors for bulk traffic, and obvious flashpoints at the intersections without making the same map twice.

Starting Positions

Spread to maximize distance between players in the opening.

Player countLayout
2 playersOpposite top/bottom rows; lane-x randomized.
4 playersN / E / S / W edges.
6 / 8 / 12 / 24 playersEvenly distributed around the perimeter, min 2 hexes from any edge.

M0 starting board

The minimum-playable milestone uses a fixed 9×11 board with two start tiles (S) diagonally opposed:

000000000
000000000
00xxx0000
00xSxx000
00xxx0000
000xxx000
000xxx000
0000xxx00
000xxSx00
0000xxx00
000000000

0 = no tile, x = tile, S = start tile (home base). Each side starts with a level-6 home base plus six level-1 neighbor tiles, so the starting cluster is the cross-shape around each S.

Unowned Tiles

Eliminated-Player Spoils

When a player is eliminated, their owned tiles enter Dormant state — type, level, rule, sub-config, and stockpile preserved; in-flight units, garrisons, and paths removed. Surviving players race to occupy dormant tiles via an occupation timer, not a claim-HP grind. Late-game pacing stays dynamic instead of devolving into mop-up.

See: Match Flow and Combat & Units for full dormant capture behavior.

Open question: exact lane width, inter-lane gap rules, and the randomization knobs are not locked. Targeted at M13 — Lane structure on the roadmap.