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Sanctum | Strategy, Sorcery, SubterfugeSanctum | Strategy, Sorcery, Subterfuge
 

 

 

Map and Realms


Game Options

Realms: Terrains for All Occasions

Map Generation

Town Placement

Terrain Generation


Game Options

Realms: Terrains for All Occasions. A realm represents a typical environment in the world of Grehen. In game terms, a realm consists of:

  • Terrain distribution. It establishes the probabilities for each type of terrain to appear.
  • Number of towns. Some realms have a random number of towns.
  • Default terrain. Each realm specifies a default terrain type. This terrain type is always a non-blocking terrain.

The realm is one of the game challenge options. Different realms can reward alternative strategies and decks.

The following table shows the average number of each type of terrain for every realm. (Only 84 of the 94 squares on a game board are considered, since the other 10 squares are reserved for the 2 players' Sancta.)

Realm

Towns

Default Terrain

Average Terrain Counts (for 84 squares)

Veldt

5

Plains

57 Plains, 19.5 Forest, 4 Water, 2.5 Mountain, 0.5 Desert, 0.5 Swamp

Volgaria

5

Barren Land

57 Barren Land, 19.5 Forest, 4 Water, 2.5 Mountain, 0.5 Desert, 0.5 Swamp

Badlands

4-6

Barren Land

55 Barren Land, 15 Lava, 6 Volcano, 4.5 Mountain, 2 Desert, 1.5 Void

Great Frost

4-6

Plains

32 Ice, 32 Plains, 15 Forest, 5 Volcano

Arboria

4-6

Plains

57 Forest, 22 Plains, 4 Swamp, 1 Water

Random

4-6

Picks one of the five previous maps.
  • The Veldt is the primary realm, with standard terrain and a constant number of towns.
  • The large quantities of ice in the Great Frost allow rapid movement and favor quick decks.
  • The harsh terrain of the Badlands favor decks that are prepared to handle it with movement or terrain control.
  • The forests of Arboria provide cover from individual spells for both players.

Map Generation

Town Placement. First, all structures are placed on a blank map.

  • Each player's Sanctum covers 5 squares.
  • Half the towns (rounding down) are randomly placed on one half of the board.
  • An equal number of towns are then rotated onto the other half of the board.
  • If there is an odd town, it is placed in one of the center squares.

The randomly placed towns obey the following rules.

  • A town cannot appear on a map edge square.
  • A town cannot appear adjacent to a Sanctum entrance.
  • A town cannot appear adjacent to another town.
  • A town cannot appear on the centerline (the line of squares equidistant between the two Sancta).

This leaves 18 possible squares for towns in a Classic layout, or 13 squares in a Symmetric layout.

Terrain Generation. Next, terrain is generated. Every square on the map is assigned a terrain distribution, according to the realm for this game. Then each square randomly rolls its own terrain, using this distribution. The following rules apply:

  • Sancta, Sanctum entrances, and towns are automatically plains.
  • Squares adjacent to a Sanctum entrance (i.e. at distance 2 from a Sanctum) are the map realm's default terrain. (Each Sanctum has 5 such squares nearby.)
  • Every town can have at most one blocking (mountain, volcano, swamp) or deadly (water or Void) terrain adjacent to it. If a town is already blocked on one side, then the other three adjacent squares are the map realm's default terrain.

There is no guarantee that you have a safe path to any town.


v2.10.00 Last updated 2005/08/05

 

 

 

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