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TECHNICAL MANUAL // 08

Design Tips

Balance principles, topology, and lessons from playtesting

Think About the Opening

The first two rounds of a game establish the political landscape. Players look at their spawn position, identify nearby bonus zones, and decide who to approach and who to avoid. A well-designed map gives every player at least two viable opening strategies.

Ask yourself: when a player spawns at group 0, what do they do first? If the answer is always “attack the same neighbour,” the map has a scripted opening. Give players choices.

Keep Spawns Apart

A spawn should never be directly connected to another spawn. When spawns are adjacent, the first-moving player can eliminate a neighbour before they’ve taken a turn — not a strategy choice, just seat luck. If two regions need to touch, route the connection through at least one intermediate territory. That intermediate node becomes defensible mid-spoke terrain instead of a kill zone.

Contact Surface Matters More Than Territory Count

Backchannel is a negotiation game. Two players who never border each other can’t have meaningful agreements — they can trade information through Ceasefires, but they can’t coordinate troops. When laying out a map, count the number of distinct player-pairs who will share a border at typical mid-game states, not just the territory total. A sprawling map with many territories but few player-to-player contacts starves the diplomatic layer of the game.

Territory Count and Game Length

More territories means longer games. As a rough guide:

TerritoriesPlayersGame Feel
8–122–3Quick, aggressive — few places to hide
15–253–5Medium — room for diplomacy and manoeuvre
30–454–8Long, strategic — fog of war becomes critical

These are not hard rules. A tightly connected 12-territory map plays faster than a sprawling 12-territory map with chokepoints. Connectivity matters as much as count.

Connectivity and Chokepoints

A fully connected map (where every territory borders every other) produces chaotic, unpredictable games. A sparsely connected map (long chains, few cross-connections) produces slow, positional games. Most good maps sit between these extremes.

Chokepoints — territories with few connections that bridge otherwise separate regions — are powerful design tools. They create natural frontlines and objectives. But too many chokepoints makes the map feel like a corridor.

Guidelines:

Bonus Zone Design

Bonus zones drive mid-game strategy. Players will fight over bonus zones more than individual territories, so their placement and size determines how conflict unfolds.

Card Economy Target

Card ticks accumulate at 0.25 per territory per turn, with 15 ticks required for one card. A player holding ~8 territories and one completed bonus with cardTickRate: 2 draws roughly one card every 2–3 turns — the cadence that keeps negotiation options alive. If your bonus layout leaves a player at fewer than 3 ticks/turn during the first 5–10 rounds, cards will be too scarce for diplomacy to function. Small bonuses with cardTickRate: 1–2 that reward early consolidation work better than one big bonus with a high tick rate that takes 10 turns to complete.

Bonuses Live Between Spawns, Not Inside Them

If a bonus is mostly inside a single player’s starting region, that player owns the bonus for free — and the other players have to fight uphill to deny it. This isn’t asymmetric gameplay, it’s a handicap. The most interesting bonuses sit in the contested ground between spawns, where every player has comparable access and has to decide whether to push for the zone or let a neighbour have it. A “backyard” bonus (small, fast, adjacent to a spawn) is fine; a “trophy” bonus (large, rich, centred on someone’s territory from turn one) is not.

Asymmetric Bonuses: Differ in Kind, Not Size

When you want two bonuses to play differently, change what kind of value they give, not how much. A bonus giving +4 troops next to one giving +2 troops is a balance problem, not a design choice — the player near +4 wins. A bonus giving +3 troops next to one giving +2 troops with +2 card ticks is two viable play styles: the first player builds armies, the second builds negotiation leverage. Troops and cards are different currencies; they can be balanced against each other and give players real stylistic choice.

Unidirectional Connections

One-way borders are the most powerful and most dangerous tool in the editor. Used well, they create memorable strategic positions. Used poorly, they create frustrating, unbalanced games.

Good uses:

Bad uses:

Bombardment

Bombardment connections let territories attack at range without occupying. This means a player can damage an enemy garrison without risking a counter-attack or troop movement. It’s inherently defensive — the bombarding territory is untouchable from the target’s perspective (unless there’s a separate connection going the other way).

Use bombardment for:

Playtest Early

The best maps are playtested before they’re published. Start a game with friends or bots on your map and pay attention to: