Map and Realms
Game Options
Realms: Terrains for All Occasions
Table 1: Average Terrain Counts
Map Generation
Town Placement
Table 2: Eligible Random Town Locations
Terrain Generation
Game Options
Realms: Terrains for All Occasions.
A realm represents a typical environment in the world of Grehen. You choose
it as one of the game challenge options. Different
realms can reward alternative strategies and decks.
In game terms, a realm comprises the following:
- Number of towns. Some realms have a random number of towns.
- Default terrain. The default terrain
is automatically assigned to certain squares to ensure accessibility. It is
always a non-blocking terrain.
- Terrain distribution. It sets the probabilities for each type of
terrain to appear in each square.
Each square usually rolls a random pick from its distribution
only once, at the start of a game.
- If the Symmetric game option is enabled, then only half of
all squares pick their terrain randomly using the distribution, and the
other half just copy them (by rotating around the centerpoint),
by definition.
- Some spells cause some or all squares to re-pick their terrain types
randomly, which re-uses the realm's distribution.
Table 1: Average Terrain
Counts. This table shows the average number of each type
of terrain for every realm. (Only 84 of the 94
squares on a game board are considered, since the other 10 squares are
reserved for the 2 players' Sancta
and Sanctum entrances.)
Realm
|
Towns
|
Default Terrain
|
Average Terrain Counts
(for 84 squares)
|
Veldt
|
5
|
Plains
|
57 Plains,
19.5 Forest,
4 Water,
2.5 Mountain,
0.5 Desert,
0.5 Swamp
|
Volgaria
|
5
|
Barren
Land
|
57 Barren Land,
19.5 Forest,
4 Water,
2.5 Mountain,
0.5 Desert,
0.5 Swamp
|
Badlands
|
4-6
|
Barren
Land
|
55 Barren Land,
15 Lava, 6 Volcano,
4.5 Mountain,
2 Desert, 1.5
Void
|
Great Frost
|
4-6
|
Plains
|
32 Ice, 32 Plains,
15 Forest,
5 Volcano
|
Arboria
|
4-6
|
Plains
|
57 Forest,
22 Plains,
4 Swamp, 1 Water
|
Random
|
4-6
|
Picks one of the five previous maps.
|
- The Veldt is the primary realm, with standard terrain and a constant
number of towns.
- The large quantities of ice in the Great Frost allow rapid movement
and favor quick decks.
- The harsh terrain of the Badlands favor decks that are prepared
to handle it with movement or terrain control.
- The forests of Arboria provide cover from individual spells for
both players.
- Volgaria is a time-out realm for unruly players,
Sanctum's equivalent of a penalty box.
- Volgaria lobby room. It's available only if both players are
in the Volgaria lobby room, whether due to banishment
or just visiting. And while you're in the Volgaria lobby room, this is
the only map you can choose.
- Unranked only. Only unranked games are permitted here.
- Visitors welcome. Non-banished players can freely visit the Volgaria
lobby room, and play on the Volgaria map, if they like.
Map Generation
Town Placement. First,
all structures are placed on
a blank board.
This leaves 18 possible squares for towns in a Classic layout, or 13 squares
in a Symmetric layout, as shown:
Eligible squares: |
00
|
01
|
02
|
03
|
04
|
05
|
06
|
07
|
08
|
09
|
10
|
11
|
|
c
|
[C]lassic |
|
|
|
|
|
|
|
|
|
|
ne
|
|
0
|
b
|
[C]lassic & [S]ymmetric |
|
|
|
|
|
|
|
|
|
nw
|
*
|
se
|
1
|
|
|
|
|
|
C
|
|
|
|
|
|
|
sw
|
|
2
|
Non-eligible squares: |
|
|
S
|
|
|
|
|
|
|
|
|
|
3
|
C
|
Red player's Sanctum
[C] |
|
|
|
|
|
|
|
|
|
c
|
|
|
4
|
S
|
Red player's Sanctum [S] |
|
|
|
|
|
|
m
|
|
b
|
c
|
c
|
|
5
|
|
Blue player's Sanctum |
|
|
|
|
|
m
|
|
b
|
b
|
b
|
c
|
|
6
|
|
Blue player's entrances |
|
|
|
|
|
|
b
|
b
|
|
b
|
c
|
|
7
|
|
adjacent to entrance |
|
|
|
|
|
b
|
b
|
|
|
|
|
|
8
|
|
adjacent to centerline |
|
|
|
|
b
|
b
|
|
|
|
|
|
|
9
|
|
centerline |
|
|
|
|
|
b
|
b
|
|
|
|
|
|
10
|
|
map edge |
|
|
|
|
|
|
|
|
|
|
|
|
11
|
Terrain Generation.
Next, terrain is generated. Every square randomly rolls its own
terrain, using the realm's terrain distribution. The following rules apply:
There is no guarantee that you have a safe path to any town.
v2.20.00 Last updated 2009/03/24
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