Gauntlet

Gauntlet v0.6 Territory Pool

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.

General Territory rules

Pool summary

Category Basic Advanced Total
Standard Territories 15 6 21
Arenas 3 1 4
Total 18 7 25

Standard Territories

1. Quicksand

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.

2. Poisonous Gas

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.

3. Difficult Terrain

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.

4. Garrison

Complexity: Basic

When Garrison’s controller defends it, they draw one additional card when forming their initial Battle Hand.

5. Disrupted Supply Lines

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.

6. Ruined Storehouse

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.

7. Field Hospital

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.

8. Exposed Flank

Complexity: Basic

When Exposed Flank’s controller counterattacks an opponent occupying it, that opponent cannot commit a card from hand.

9. High Ground

Complexity: Basic

The defending player in a battle on High Ground gains advantage.

10. Fortified Pass

Complexity: Basic

When Fortified Pass’s controller defends it, the attacking player’s banked Assets are inactive during that battle.

11. Insurgency

Complexity: Basic

While an opponent occupies Insurgency without controlling it, their banked Assets are inactive.

12. Watchtower

Complexity: Basic

When Watchtower’s controller defends it, the attacking player commits any card from hand face up instead of face down.

13. Supply Depot

Complexity: Basic

During the Draw step, a player occupying and controlling Supply Depot draws one additional card as part of their normal draw.

14. Old Battlefield

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.

15. Refuge

Complexity: Basic

After a player voluntarily withdraws onto Refuge, they draw one card.

16. Command Tent

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.

17. Monastery

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.

18. Training Grounds

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.

19. King’s Road

Complexity: Basic

A player who begins their turn on King’s Road gains one additional position of movement during that turn’s Movement step.

20. Toll Bridge

Complexity: Basic

To voluntarily advance from Toll Bridge, a player must discard one card from hand. If they cannot, they cannot advance from it.

21. Smuggler’s Pass

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

Arenas are Territories. A Deck may include no more than one Arena among its three selected Territories.

22. Arena: Spoils of War

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.

23. Arena: No Quarter

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.

24. Arena: Single Combat

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.

25. Arena: Grand Melee

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.