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The maps

Every Faultline map has 60 zones in 12 named regions of 5. Regions have names, not numbers. The map is the same on both sides, like a mirror. Team 1 starts on the west edge and Team 2 on the east, each with a token on 3 home zones.

Map Ground What it plays like
Rimehold tundra A long frozen valley. Mostly open ground, so the Centre is the fight.
Frostmaw Pass mountains A winding ridge. Slow and defensive; the Centre sits in a high saddle, the Notch.
Cinderreach volcanic Two lands joined by a narrow pass, with the Centre in the pass: the Caldera.
Glasswater frozen lakes The broadest map, with many routes. The Centre is on a narrow causeway.

In these rules the terrain is for the look of the map only: mountains, lakes and volcanoes do not change the numbers.

The maps are drawn like an old atlas:

  • Regions: dotted borders and the region’s name in italics.
  • Homes: a shield on each team’s edge, and its home zones outlined.
  • Capture points: a gold outline, a red wax seal with the points and a pennant in the holder’s colour.
  • Faults: the three dashed red lines running north to south. The one that opens becomes a glowing red-and-gold crack, with vents (small smoking vents with a gold 2) beside it. See The fault.
  • In play: your land is washed in orange and the other side’s in blue, both with hatching so the ground still shows. Tokens are discs. On your turn, zones you cannot act in are shaded, Surge regions have a gold outline, and attack previews show as small labels: red would win, grey would fail.

Pinch to zoom out, stretch to zoom in, drag to move and double-tap to zoom in on a spot. On your turn the map moves to the part you can act in. Tap Whole map to see everything again. Tap any zone to see who holds it, its tokens and its bonuses; on your turn, tapping a zone also chooses it for your order.

Next: The fault and the eruption.