Fronts and calling a battle
Your front
Section titled “Your front”Your faction can fight for any hex that touches its land: a hex it holds, or its capital. Those hexes are outlined in dashed red on the war table. As your faction takes hexes, the front moves out.
You can’t call a battle for:
- a hex your faction already holds;
- a hex that doesn’t touch your faction’s land;
- a capital (capitals never change hands);
- a hex in a province that has closed.
The app tells you which one applies when you tap the hex.
Calling a battle
Section titled “Calling a battle”- Tap a hex on your front.
- Pick the size (1v1, 2v2 or 3v3) and tap Call a battle for this hex.
- You land in the Faultline muster with a join code. Share it, or let people find the battle on the hex.
- Anyone with a faction can join either team. Teams are open: you might fight beside a player from another faction.
The battle is a Short game of Faultline (8 rounds) on the battle map of the hex’s province. Everything else plays exactly like Faultline: waves, capture points, the fault and the eruption.
| Province biome | Battle map |
|---|---|
| Tundra | Rimehold |
| Mountains | Frostmaw Pass |
| Volcanic | Cinderreach |
| Frozen lakes | Glasswater |
Practice
Section titled “Practice”In the muster, Fill empty seats with practice bots turns the battle into practice. Bots play the whole starter box. A practice battle never sends influence and never moves your rating or XP.
After the battle
Section titled “After the battle”The result screen shows the Faultline result first. In a ranked battle, answer Is this result right? Underneath, On the war table tells you what the battle sent:
- once everyone has confirmed (or after a day), the influence you sent to your faction and how it was worked out;
- that it waits in the hex’s pending pot and settles in at the next hour;
- or why it sent nothing (a practice battle, or a result someone disputed).
Next: Influence.