TECHNICAL MANUAL // 09
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 starts in your first spawn group, 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 in-between territory becomes defensible ground instead of a kill zone.
Role-vs-Spawn
Spawn placement is a writing prompt for the player. Each starting position should imply a role — an offensive corridor with three contested borders, a defensive turtle tucked behind a chokepoint, a centre-of-the-board pivot under pressure from every side, a bonus-group racer with one easy claim and a long shot at a second. When every spawn looks interchangeable, the early game becomes mechanical: everyone deploys the same way, everyone reaches the same first conflicts. When spawns imply roles, players show up at turn one with different threat models.
The trick is restraint. Too much role-asymmetry shades into “this position is unwinnable” — if the corridor seat is always knocked out by round 5, the role isn’t a flavour, it’s a handicap. Aim for differentiation in opening pressure shape, not in raw power. The corridor player should be busy from turn one but viable through turn fifteen; the turtle should be safe but starved for momentum. Different problems, comparable severity.
A good check: ask a playtester what they’d do differently if they swapped seats. If the answer is “play the same way, just slower,” your spawns aren’t doing role-work.
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:
| Territories | Players | Game Feel |
|---|---|---|
| 8–12 | 2–3 | quick and aggressive; few places to hide |
| 15–25 | 3–5 | medium; room for diplomacy and manoeuvre |
| 30–45 | 4–8 | long and 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 map where every territory borders every other plays chaotic and unpredictable. A map of long chains with few cross-links plays slow and positional. Most good maps sit between the 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:
- Most territories should have 3–5 connections. This gives players options without making borders meaningless.
- Every territory should be reachable from every other territory. The validator enforces this, but think about how many hops it takes. If crossing the map takes 8 moves, fog of war will hide most of the action from most players.
- Dead ends (territories with only one connection) are valid design choices — defensible but hard to escape. The validator’s warning is a prompt to confirm you meant it, not a mistake flag.
Skip-3 Relays
Pick any two territories on your map and count the shortest hop-path between them. If that number is rarely above three, the map plays dense: every move ripples into everyone’s plans within a turn or two, and the diplomacy stays loud because everyone is close to everyone. If many pairs sit five or more hops apart, the map plays spread out: distant regions run separate games until very late, and the players at the ends of long chains become kingmakers nobody can reach in time to contest.
Aim to keep most territory pairs within about three hops when laying out connections. Not a hard rule — a spread-out map can be a strong design on purpose, and a continent map should take many hops to cross. But every long chain you add is a region you’ve quietly handed to whoever starts there. Decide whether that’s the game you’re designing or an accident of topology.
The four-or-more-hop corners on bigger maps are where Constellations and Bonus Groups earn their keep: an objective sitting in a relay-distant corner gives the rest of the table a reason to reach in. Without an objective there, fog of war hides the corner and nobody bothers.
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.
- 3–5 territories per zone is the sweet spot. Smaller zones are too easy to hold; larger zones are too hard to complete.
- Overlap zones sparingly. A territory in two zones becomes a kingmaker position — losing it costs two bonuses. This is interesting once per map, not twelve times.
- Scale rewards to difficulty. A zone deep in one corner of the map is easier to hold than one spanning the centre. Award fewer troops for the safe position and more for the contested one.
- Leave some territories unzoned. Not every node needs to be in a bonus. Buffer territories between zones give players neutral ground to negotiate over.
Card Economy Target
Card ticks accumulate at 0.25 per territory per turn, with 15 ticks required for one card. A player holding about 8 territories plus one completed bonus paying 2 card ticks draws roughly one card every 3–4 turns — the pace that keeps negotiation alive. If your layout leaves a player under 3 ticks per turn through the first 5–10 rounds, cards run too scarce for diplomacy to work. Small bonuses paying 1–2 ticks that reward early consolidation beat one big bonus with a high 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.
Bonus Group Design
Bonus Groups pay a player while their holdings meet the group’s requirement — the field-by-field walkthrough is in Objectives. This is the design-side guidance; a few principles that pay off in playtest:
- Keep requirements shallow. Past three levels of nesting, the in-game inspector becomes unreadable — players have to mentally unfold the rule to know what they’re chasing. Split a deep requirement into two simpler groups; the split usually improves the game, because each group becomes its own axis of pressure.
- Use the three patterns on purpose. Objectives names them: the anchor (hold a known set), the race (any N from a list), and the secret (private progress). Each makes a different table conversation. Three anchors read as a positional puzzle; three races read as a sprint; three secrets read as a paranoia spiral. Mix them to vary the conversation.
- Public and Pressure are separate dials. Both on means the table sees the goal and gets a warning when someone’s close — maximum negotiation. Both off is a stealth play. Public without Pressure is the middle gear: visible, but never screaming “I’m almost done.” Choose per group, on purpose.
- Match the payout ramp to the intent. Immediate is a simple boon for a simple claim. Linear rewards patience — a slow build that’s costly to interrupt. Step is designed beats, where the third held turn is worth sharply more than the second. Crescendos want Step; earned holds want Linear; puzzles want Immediate.
Designing Victory Conditions
Constellations sit above Bonus Groups: a Constellation names the groups a player must keep satisfied, for a number of turns in a row, to win. Groups earn; Constellations win — don’t blur the verbs in your map’s own text. The authoring surface is the VICTORY OBJECTIVES tab; these are the choices the editor leaves to you.
Picking the hold
Hold Turns is the patience dial. Low values (2–3) make wins detonate: a player grabs the last group and ends the game two rounds later. High values (6 and up) reward patience and give the table time to gang up on the leader. The cost of a long hold is kingmaking — a losing player whose position decides which rival wins. In the last rounds, whoever borders the imminent winner holds outsized leverage, and that often hardens into the runner-up handing the game to a third party.
Default to 3–5. Go lower on small maps built for fast endings. Go higher only when the map’s connections let more than one neighbour reach the imminent winner — a long hold plus low connectivity guarantees a kingmaker.
One list or categories
Tier 1 is a flat list: win any M of the N Constellations. Tier 2 groups them into categories and asks for wins across different categories. The choice shapes what kind of win players chase.
A flat list says “here are some ways to win; pick the one your position favours.” Categories say “here are different kinds of dominance; show more than one.” Categories like Centre Control, Resource Hegemony, and Frontier Race ask a player to be good at three different games — not three flavours of one. Use Tier 1 when your Constellations are variations on one axis; use Tier 2 when they’re truly different theories of the game, and write the category names so a player reads the difference at a glance.
Public or private
A public Constellation shows on everyone’s scoreboard; a private one only on its chaser’s. Public objectives create pressure — the table sees who’s chasing what and coordinates. Private ones create surprise, at a price: you can’t negotiate around a goal nobody can see (“let me have the coast” doesn’t work when “the coast” isn’t legible as an objective).
Mix them. All-public is a transparent puzzle; all-private is a paranoia spiral with little negotiation. A mix gives the table both — some moves it can predict, some it can’t.
Tuning the warning
When a player’s hold crosses the pressure point, the IMMINENT pill fires and the table gets its warning. The default point is halfway through the hold, rounded up. You can move it earlier (more time to react, more noise) or later (more surprise, less counterplay).
Earlier warnings suit long holds — the longer the hold, the more the lead time matters. Later ones suit short holds, where a halfway warning is just noise before the win. If most of your Constellations use the default, don’t override the rest: the pill is most useful when it means the same thing everywhere on the map.

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:
- Mountain passes — attacking uphill is possible, but the defender has the high ground and can’t be counter-attacked along the same route.
- River crossings — assault across the river is one-way; the other bank can only bombard.
- Chokepoint gates — a fortress territory that can attack outward but is protected from direct assault on one side.
Bad uses:
- Random asymmetry — if players can’t read the reason for a one-way border from the map image, it feels arbitrary.
- Too many — more than 2–3 unidirectional borders on a 20-territory map starts to feel oppressive.
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:
- Offshore positions — islands that can shell the mainland but can’t be invaded across the water.
- Elevated terrain — hilltop artillery positions.
- Siege positions — fortified walls that can fire out but not be stormed from a specific direction.
Map-Author Considerations for Card Effects
The card system is a separate design layer (you don’t author cards in the map editor), but the shape of your map decides how loud or quiet each card plays. A few cards interact with map topology in ways worth thinking about while you’re laying out connections and Bonus Groups.
- Foment Unrest targets a bonus zone and debuffs defense zone-wide. Maps with a small number of high-value bonus zones make this card a precision weapon; maps with many small zones make it a nuisance. If you want Foment Unrest to feel meaningful, make sure at least one zone on the map is the objective everyone’s tracking — otherwise the card’s targeting becomes “pick whichever zone is currently hot,” and the design intent of “disrupt the leader’s plan” gets lost.
- Ceasefires and the Just Cause exit. A Ceasefire can dissolve without penalty when a Mole Hunt publicly names one partner as having planted an agent on the other (see the Field Manual). On maps with rigid two-player frontlines, Ceasefires are a hard commitment; on maps with many alternative borders, they’re soft because the breaking party has elsewhere to go. Design Ceasefires knowing they can break asymmetrically — the player with more options gains more from a Ceasefire than the player with fewer.
- Trap, Fortify, Siege. All three weight defensive holds: chokepoints get harder to push through and easier to keep. On chokepoint-heavy maps these cards swing hard; on open maps they’re flavour. If you want defence cards to matter, build at least one frontline that has to be pushed through — a chokepoint without a bypass.
- Forced March redeploys troops and is gated by adjacency density. On thinly connected maps it’s a slow positional tool; on dense maps with many 4–5-connection nodes it’s an explosive swing. If your map has a high-connectivity hub territory, expect Forced March to land there repeatedly.
- The three-missed-turns forfeit. A player who misses three turns in a row is out, and their territories turn neutral grey — still attackable. On maps where a single player’s collapse causes large bonuses to fall to whichever neighbour is closest, AFK damage compounds and one drop-out can swing the game. Spreading high-value Bonus Groups across the map’s starting areas rather than clustering them near one player’s region buffers against this.
The general principle: the card system tunes itself to your topology. You don’t have to design around it — but if you laid out a map without thinking about which cards will play loud on it, expect at least one card to surprise you in the first playtest.
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:
- Do all spawn positions feel viable? If one player consistently loses from a specific spawn, the map has a balance problem.
- Are bonus zones contested? If a zone is never fought over, it might be too easy to hold or too far from the action.
- Does the endgame drag? If the last two players spend 10 rounds unable to break through each other’s defences, the map might need more cross-connections.
- Is fog of war interesting? On a tightly connected map, fog of war barely matters because everyone can see everyone. On a sprawling map, it’s the defining mechanic. Design for the experience you want.