Definitive v0.6 Territory source. This document governs the canonical names, complexity, and exact player-facing text of all 25 Territories: 21 standard Territories and four Arenas.
| Category | Basic | Advanced | Total |
|---|---|---|---|
| Standard Territories | 15 | 6 | 21 |
| Arenas | 3 | 1 | 4 |
| Total | 18 | 7 | 25 |
Complexity: Basic
If a player begins their Movement step on Quicksand, they cannot voluntarily withdraw or move more than one position that turn. Forced displacement is unaffected.
Complexity: Advanced
During a battle on Poisonous Gas, each player may use no more than one card for its Battle effect. A card chosen from a Battle Hand goes to its owner’s Graveyard during cleanup instead of its normal destination. If a player chooses no card from their Battle Hand, they put one unchosen card from their initial Battle Hand in their Graveyard during cleanup, if able.
Complexity: Basic
When a player enters Difficult Terrain, their movement ends for the turn. A player who begins their turn there or enters it during their turn cannot play a card for its Action effect during the Action Opportunity after movement that turn.
Complexity: Basic
When Garrison’s controller defends it, they draw one additional card when forming their initial Battle Hand.
Complexity: Advanced
While a player occupies Disrupted Supply Lines, only one banked Asset they control can be active. They choose which one remains active; all their other banked Assets are inactive until they leave.
Complexity: Basic
Once during their Draw step, a player occupying Ruined Storehouse may draw the top card of their Discard Pile instead of drawing from their Draw Pile.
Complexity: Basic
During battle cleanup after a battle on Field Hospital, its controller may put one card they used that would enter their Graveyard in their Discard Pile instead.
Complexity: Basic
When Exposed Flank’s controller counterattacks an opponent occupying it, that opponent cannot commit a card from hand.
Complexity: Basic
The defending player in a battle on High Ground gains advantage.
Complexity: Basic
When Fortified Pass’s controller defends it, the attacking player’s banked Assets are inactive during that battle.
Complexity: Basic
While an opponent occupies Insurgency without controlling it, their banked Assets are inactive.
Complexity: Basic
When Watchtower’s controller defends it, the attacking player commits any card from hand face up instead of face down.
Complexity: Basic
During the Draw step, a player occupying and controlling Supply Depot draws one additional card as part of their normal draw.
Complexity: Basic
During battle cleanup after a battle on Old Battlefield, its controller may put one unchosen card from their Battle Hand in their Graveyard instead of their Discard Pile.
Complexity: Basic
After a player voluntarily withdraws onto Refuge, they draw one card.
Complexity: Advanced
If a player begins their turn occupying and controlling Command Tent, they may play one card for its Action effect during the Action Opportunity before movement and one card for its Action effect during the Action Opportunity after movement that turn.
Complexity: Advanced
While Monastery’s controller occupies it, cards cannot leave either player’s Graveyard. During battles on Monastery, cards with the Arcane trait have no effect.
Complexity: Advanced
When Training Grounds’s controller defends it, after forming their initial Battle Hand but before choosing a card from it, they may discard that entire Battle Hand and draw the same number of replacement cards. Those cards become their Battle Hand.
Complexity: Basic
A player who begins their turn on King’s Road gains one additional position of movement during that turn’s Movement step.
Complexity: Basic
To voluntarily advance from Toll Bridge, a player must discard one card from hand. If they cannot, they cannot advance from it.
Complexity: Advanced
During an Action Opportunity, while occupying and controlling Smuggler’s Pass, a player may stash one card from hand face down beneath it instead of playing a card for its Action effect. The stashed card does not count toward the hand limit.
While that player occupies and controls Smuggler’s Pass, they may play the stashed card for its Action effect or commit it during a battle as though it were in their hand. It counts as a card used from hand.
At the start of the stashing player’s turn, if they control Smuggler’s Pass, they may return the stashed card to their hand. If they lose control of Smuggler’s Pass, put the stashed card in its owner’s Discard Pile. Only one card may be stashed here.
Arenas are Territories. A Deck may include no more than one Arena among its three selected Territories.
Complexity: Basic
During battles on Spoils of War, Defender’s Advantage does not apply. If battle totals are tied, reroll the battle dice. During battle cleanup, the winner may put one unchosen card from their Battle Hand in their hand instead of their Discard Pile.
Complexity: Basic
During battles on No Quarter, Defender’s Advantage does not apply. If battle totals are tied, reroll the battle dice. The losing player retreats one additional position, if able.
Complexity: Basic
During battles on Single Combat, Defender’s Advantage does not apply. If battle totals are tied, reroll the battle dice. All banked Assets are inactive during the battle.
Complexity: Advanced
During battles on Grand Melee, Defender’s Advantage does not apply. If battle totals are tied, reroll the battle dice. Each player draws one additional card when forming their initial Battle Hand and may choose one additional card from it.