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Maps

The nineteen curated maps: what each one is, how many seats it has and which modes it is played in.

Every curated map is drawn by hand or from a fixed seed, so it plays the same every time: the same homelands, the same ore, the same passes. The names, the seats and the lines under them are the game's own, read from its map table, so the page and the picker never disagree. A map with a Breakthrough chip is played in Breakthrough as well as Conquest; the two lane maps are Breakthrough's alone, and Open Range starts both sides with the whole army parked. For a fresh layout every match, the random generator draws one in four sizes.

Greenfield

Greenfield

4 seatsConquest

Open pasture with room to manoeuvre and few natural walls.

Rift Valley

Rift Valley

4 seatsConquest

Mountain ridges channel every advance into a handful of passes.

Twin Bays

Twin Bays

4 seatsConquest

Two sheltered bays cut the land in half.

Archipelago

Archipelago

4 seatsConquest

Scattered islands and narrow straits; nothing crosses without a hull or a wing.

Burnout Highway

Burnout Highway

2 seatsConquest

A trunk road straight across open ground, with a ring road round it.

Black Marsh

Black Marsh

2 seatsConquest

Two dry homelands in a marsh, a causeway between them, and two channels of open water cut across it.

Frostline

Frostline

2 seatsConquest

A frozen front: one long ridge with three passes through it, and long firing lanes over the snow.

Shattered City

Shattered City

2 seatsConquest

A ruined town on a tight street grid, rubble between the streets.

Caldera Crown

Caldera Crown

4 seatsConquest

A volcano on an ash plain: three walled terraces up to the crater rim, the ore round a lava lake inside it, and four lava flows down the flanks with a causeway over each.

Leviathan Strait

Leviathan Strait

2 seatsConquest

Two narrow homelands across a strait, the ore on the islets between them, and reefs scattered through the water.

Six Crowns

Six Crowns

6 seatsConquest

Six homelands ring a lake, a mountain spoke with a single pass between each pair of neighbours, and the ore on the shore.

Solomon Islands

Solomon Islands

4 seatsConquestBreakthrough

Three jungle islands in a row under an estuary: a harbour and a plantation on the western one, a village on the central one, a beach and a bunker ridge on the eastern one, and a swamp ford and a bridge between them.

Saltbone Reach

Saltbone Reach

6 seatsConquest

Homelands on the rim of a drowned range, and most of the ore out in the water between them: thirty-odd islets, four islands with room for a base, and no bridge anywhere.

Pacific Storm

Pacific Storm

6 seatsConquestBreakthrough

An island chain: a mountain mainland across a strait, an airfield island off it with the strip up its spine, a knot of islands in the middle cut by shallow channels and a lagoon, and an anchorage among skerries in the open sea to the east.

Iwo Jima

Iwo Jima

8 seatsConquestBreakthrough

A volcanic island: Suribachi walled at the south-western tip, the neck and the landing beaches, a terrace with the first airfield, and the Motoyama plateau on the head, falling into the sea from Kama Rock round Kitano Point and down the whole east coast, with the richest ore on the map up top.

Wake Island

Wake Island

4 seatsConquestBreakthrough

An atoll: a wishbone of sand round a lagoon that opens through a reef, Wake with the airstrip along its southern leg, Wilkes the thin arm off its end, Peale off its northern tip, and a causeway onto each.

Coast Road

Coast Road

4 seatsBreakthrough

A desert strip between the Gulf and an escarpment, the coast road its whole length: a landing ground at the west end, an oasis, a town astride the road, an oilfield at the east end, and a wadi and a salt flat to cross between them.

Three Gates

Three Gates

4 seatsBreakthrough

A canyon north through the mountains with three plateaus across it, each gated by one road through its rim, and ore in the pockets off the road.

Open Range

Open Range

2 seatsConquest

A coastal proving ground that starts you with the whole army: a garrison, an airfield, a harbour, and a firing line looking downrange at the impact area.

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