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Fronts and calling a battle

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.

  1. Tap a hex on your front.
  2. Pick the size (1v1, 2v2 or 3v3) and tap Call a battle for this hex.
  3. You land in the Faultline muster with a join code. Share it, or let people find the battle on the hex.
  4. 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

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.

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.