FIELD MANUAL // 01
The Map
Territories, troops, adjacency, and fog of war
Territories and Troops
The map is divided into named territories, each controlled by one player at a time. Every territory displays a troop count on its node label — this is the garrison defending that position. Territories are colour-coded by owner, so you can read the balance of power at a glance.
A territory must always have at least 1 troop. You can never fully empty a node — there is always someone holding the ground.

Adjacency and Relationships
Territories connect to each other through relationships — the borders that define where troops can move and fight. Not all borders are equal:
- Bidirectional borders allow movement and attacks in both directions. Most borders on most maps are bidirectional.
- Unidirectional borders restrict attack to one direction only. You can strike across a one-way border, but the defender cannot retaliate along the same path.
- Bombardment relationships allow ranged attacks without occupying the target territory. You deal damage from a distance but cannot move troops across.

Fog of War
By default, you can only see territories you own and their immediate neighbours. Everything beyond that border is dark — troop counts, owners, and modifiers are all hidden. You are operating with limited intelligence at all times.
Visibility can be expanded through diplomacy. A Ceasefire agreement reveals your partner’s territories for the duration of the truce. Covert Support gives the sender a one-time look at the recipient’s card hand. Intelligence is always earned, never given freely.
Fog of war is enabled by default but can be toggled off in custom game settings for a full-information variant.