Four maps, all mirrored. Both fighters get the same terrain, so neither side starts with a better spot.
You do not pick the map. One is drawn for each fight. Every map is flat, and every fighter starts on the marked tile on their side.
What is on a map
- Open ground. Walk freely.
- Shallows. Slow to cross.
- Water. Blocks walking. A fighter shoved in is soaked and knocked prone.
- Deep water. Blocks walking. A fighter shoved in takes extra damage.
- Rock. Blocks walking and line of sight.
- Barrel. Breaks in one hit.
- !Explosive barrel. Blows up, and hurts whoever stands near.
- wPuddle. Soaks whoever stands in it.
The yellow-outlined tiles are where the fighters start.
The maps
The Pit
Rock: 4
- Favours
- The neutral map and the reference for balance. Four rock pillars and nothing else, so skill decides.
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The Crossing
Rock: 4Shallows: 5Water: 4Puddle: 2
- Favours
- A stream runs down the middle, with one shallow step at the centre. Getting shoved into the water is the threat for both sides, and the arcmage loves it.
!!
The Yard
Rock: 4Explosive barrel: 2
- Favours
- Barrels and explosive barrels sit between the spawns. They reward grapplers and anyone who shoves well.
The Hollow Court
Rock: 8Deep water: 10
- Favours
- Pillars block sight, and each corner has a deep pool. Ranged kits must keep moving, and melee kits can close in behind cover.
Using the terrain
- Rock blocks your path and your sight. Stand behind it to break a shot.
- Water is a trap for the one who gets shoved in. They are soaked, and soaked fighters take more from lightning.
- Barrels can be broken to hit someone near them. Explosive barrels hurt everyone close by, including you.