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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:

TerritoriesPlayersGame Feel
8–122–3quick and aggressive; few places to hide
15–253–5medium; room for diplomacy and manoeuvre
30–454–8long 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:

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.

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:

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.

Scoreboard with an IMMINENT pill on a Constellation row
The surface you're designing toward: the IMMINENT pill fires at the pressure point — the table's chance to react.

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:

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.

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: