| Territory | Owner | Primary | Secondary | |
|---|---|---|---|---|
| Aeron Coast | ||||
| Amjad | ||||
| Avenant | White | |||
| Barbar | ||||
| Benalia Main White Territory |
White | |||
| Burning Isles Main Black Territory |
||||
| Cape Tempest | White | |||
| Durkwood | ||||
| Erg Mirah | White | |||
| Esturin | White | |||
| Foriys | White | |||
| Fors Basin | ||||
| Hammerheim | White | |||
| Honeyed Sea | White | |||
| Hurloon | ||||
| Icehaven Wastes | ||||
| Kb'Brian Highlands | ||||
| Keld Main Red Territory |
||||
| Kish | ||||
| Kush | ||||
| Llanowar Main Green Territory |
||||
| Mer Isles | ||||
| Muronia | ||||
| Oneah | White | |||
| Parma | White | |||
| Northern Aerona Wastes | ||||
| The Rip | ||||
| Savaea | White | |||
| Sea of Whales | ||||
| Shanodin | ||||
| Southern Aerona Wastes | ||||
| Sursi | White | |||
| Tolaria West Main Blue Territory |
||||
| Tonga Mountains | ||||
| Varnalca | White | |||
| Verdura | ||||
| Voda Sea | ||||
| Whispering Woods | ||||
| Wrenna | White | |||
Nations of Dominaria
On this map there are 39 territories.
Aeron Coast
A jungle coastal territory.
- Prevailing Mana: Green
- Secondary Mana: Blue
- Ability: While you control Aeron Coast, in all duels, blue creatures you control get trample and green creatures you control gain Flying.
Amjad
The northern part of the large unnamed island that also consists of Oneah, Shanodin and Savaea. This island lies east of Kish and Northeast of Foriys.
- Prevailing Mana: Black
- Secondary Mana: Red
- Ability: Defensive: While defending Amjad all spells you play cost 1 colorless mana less.
Avenant
Well known for it's archers.
- Prevailing Mana: White
- Secondary Mana: Green
- Ability: While you control Avenant, during any duel, once per turn you may Tap a creature you control to deal 1 damage to target attacking or blocking creature.
Barbar
- Prevailing Mana: Green
- Secondary Mana: Red
- Ability: While you control Barbar, in all duels, creatures with higher power than toughness you control gain Doublestrike.
Benalia
- Main White Territory
- Ability: While you control Benalia, in all duels, whenever a source assigns damage to you the damage is reduced by 1.
- Prevailing Mana: White
- Secondary Mana: None
- Ability: InGame: Once per game while defending Benalia, as an instant, you may reset your life total to 20.
- Ability: InGame: Once per game while attacking from Benalia, as an instant, you may:
Pay X to put an Avatar Token into play, where X is 1/2 your life total rouded down. You may discard any number of cards, and for each white card of the discarded cards reduce X by 1. This token has power and toughness equal to your life total and can block any number of creatures.
Burning Isles
A highly volcanic archipelago, the Burning Isles are notorious for their habitation by panther warriors, nightstalkers, embermages and necromancers. A dozen lords, very powerful entities, all claim dominion. The burning Isles consist of three large islands, and many smaller ones.
- Main Black Territory
- Ability: While you control Burning Isles, in all duels, as a sorcery, once per game you may pay 2BB or 5 colorless to search your library for a card, put it into your hand, and shuffle.
- Prevailing Mana: Black
- Secondary Mana: None
- Ability: InGame: When attacking from or defending Burning Isles, once per game you may:
Receive assistance from the Necromancers; Play as an instant; Add 3 Black mana to your mana pool or sacrifice a permanent to instead receive 5 Black mana.
Cape Tempest
- Prevailing Mana: White
- Secondary Mana: Blue
- Ability: While defending Cape Tempest all creatures you control get +1/+3
Durkwood
- Prevailing Mana: Black
- Secondary Mana: Green
- Ability: While you control Durkwood you may sacrifice or discard a swamp or a forest to add GG, BB, or GB to your mana pool.
Erg Mirah
- Prevailing Mana: Black
- Secondary Mana: White
- Ability: While you control Erg Mriah all black creatures you control get +0/+1 and all white creatures you control get +1/+0
Esturin
- Prevailing Mana: Blue
- Secondary Mana: White
- Ability: While you control Esturin when you attack across the ocean you choose who goes first. If you choose to go first you may draw a card on your first turn.
-
Foriys (and Neighboring Islands)
The biggest of the islands between the Green Lands of Aerona and Shanodin. Home to monstrous two-headed giants and brigades of soldiers. They have now taken over neighboring islands.
- Prevailing Mana: Red
- Secondary Mana: White
- Ability: InGame: While attacking from or defending Foriys all creatures you control may block an additional creature.
Fors Basin
- Prevailing Mana: Red
- Secondary Mana: Black
- Ability: When attacking from or defending Fors Basin your maximum/starting handsize = 3 but you draw an additional card a turn.
Hammerheim
- Prevailing Mana: Red
- Secondary Mana: White
- Ability: Defensive: While defending Hammerheim your opponents creatures that have any evasion ability(Shadow, Landwalk, Flying, Unblockable) power is reduced to 0.
Honeyed Sea
An small island chain.
- Prevailing Mana: Blue
- Secondary Mana: White
- Ability: While you control Honeyed Sea you may attack across oceans without suffering any penalties related to attacking across the ocean.
Hurloon
- Prevailing Mana: Red
- Secondary Mana: Green
- Ability: While you are attacking from or defending Hurloon creatures you control get Haste.
Icehaven Wastes
- Prevailing Mana: Black
- Secondary Mana: Red
- Ability: While attacking from or defending Icehaven Wastes creatures your opponent controls get -1/0.
Kb'Brian Highlands
- Prevailing Mana: Red
- Secondary Mana: Black
- Ability: While you are attacking from or defending Kb'Brian Highlands all lands all players control are also 3/1 elemental creatures.
Keld
The warrior land of Keld occupies the western and southern parts of Icehaven. It is governed by warlords who enslave their people through magic and sacrifice them in battle. The Keldons have held war campaigns throughout Dominaria. Led by Latulla, Keldon overseer and artificer, Keld even invaded Jamuraa.
Like many lands on Dominaria it was once a thriving country but has since been drained of most of its energy. This can be attributed to the rift in the fabric of the multiverse caused by introduction of Skyshroud into Keld. After the rift was closed, Keldons attacked neighbouring Parma.
- Main Red Territory
- Ability: While you control Keld, in any duel, whenver a creature you control deals damage to a creature, that damage is increased by 1.
- Prevailing Mana:Red
- Secondary Mana: ?
- Ability: InGame: If your army is attacking from or defending Keld, once per game you may:
Disentegrate; Play only as a sorcery. 1X: Do X damage to any target. Any creature damaged by this ability is removed from the game instead of put into the graveyard.
Kish
A small island between Sursi and Oneah.
- Prevailing Mana: Blue
- Secondary Mana: Red
- Ability: While you control Kish and are defending in any duel your creatures get +0/+3.
Kush
The dense jungles of Kush are said to hide many wonders
- Prevailing Mana: Green
- Secondary Mana: Black
- Ability: While you are attacking from or defending Kush you may tap any land you control for any color of mana.
Llanowar
A huge forest.
- Main Green Territory
- Ability: While you control Llanowar, in all duels, once per duel, only as a sorcery you may pay 2GGG or sacrifice 2 lands to:
Overrun: All creatures you control gain +3/+3 and trample until end of turn. - Prevailing Mana: Green
- Secondary Mana: None
- Ability: When attacking from or defending Llanowar you start the game with a 1/1 Llanowar Elf token that has Tap: add 1 Green mana to your mana pool.
- Ability: When defending Llanowar you and all creatures you control can't be the target of your opponent's spells or abilities.
Mer Isles
- Prevailing Mana: Blue
- Secondary Mana: Red
- Ability: While attacking or defending Mer Isles all blue creatures in the duel get +1/+1.
Muronia
- Prevailing Mana: Black
- Secondary Mana: Blue
- Ability: While you control Muronia, once per turn you may use a Defensive only ability from a territroy you control while attacking.
Oneah
The central part of the large unnamed island that also consists of Amjad, Shanodin and Savaea. Oneah once was one of the most enlightened of societies. Though famous for their martial skills, Oneans viewed the ownership of a bladed weapon as strictly taboo. The nation had seven main cities, of which only six are known.
- Prevailing Mana: White
- Secondary Mana: Red
- Ability: While you control Oneah your Army Generals cannot be Captured or Killed, if they would be, they are instead returned to your Army Reserves.
Parma
The Kingdom of Parma, much smaller than Keld, occupies the eastern part of Icehaven. The people of Parma believe that the hardship of their environment is a spiritual purifier that winnows out the weak and strengthens the worthy. The Northern Paladins of Parma travel throughout the Domains spreading their society's central teaching.
- Prevailing Mana: White
- Secondary Mana: Black
- Ability: While attacking from or defending Parma, once per game, as a sorcery, you may pay 4 colorless, choose a color and put a 3/3 Paladin token into play. This token has: 2 colorless, Tap: Destroy target permanent of the chosen color.
Northern Aerona Wastes
- Prevailing Mana: Black
- Secondary Mana: Red
- Ability: Any army attacking into Northern Aerona Wastes starts the duel with 10 life. The defending player may draw an additional card on their first turn, if they do the attacking player gains 5 life.
The Rip
The Rip is a small sea that splits Icehaven from other parts of Aerona.
- Prevailing Mana: Blue
- Secondary Mana: Black
- Ability: Any Army attacking into The Rip has to randomly choose a card from the attacking Army, reveal it and place it into the seeded pile for The Rip. If your Army General is put into The Rip you must replace it with another General by the end of the Campaign turn or Disband the Army.
-
Savaea
Southeastern part of the large unnamed island that also consists of Amjad, Oneah and Shanodin. Home to the Savaen Elves, which are magicians with the power to disenchant.
- Prevailing Mana: Green
- Secondary Mana: White
- Ability: While you control Savaea, once per duel, as an instant, you may discard a card and pay 2 colorless mana to destroy target artifact or enchantment.
Sea of Whales
A small northern sea with an similiarly named archipelago.
- Prevailing Mana: Blue
- Secondary Mana: Red
- Ability: While defending Sea of Whales, once per game, as a sorcery, you may pay 7 colorless mana to put a 5/5 Great Whale Token into play under your control and untap up to 7 lands.
Shanodin
Forested southwestern region of the large unnamed island that also consists of Amjad, Oneah and Savaea. Dryads are fairly common within its borders (Shanodin Dryads). Little is known of this place, for few who enter here survive, and those who do cannot bear to speak of their experiences within. This region has a ruler of its own named Adarsh who is strongly believed to resemble the Spartan king Anaxandridas.
- Prevailing Mana: Green
- Secondary Mana: Blue
- Ability: Defensive Attack Penalty: Anyone attacking into Shanodin suffers -1/0 to all creatures during the duel. This cannot be nullified.
Southern Aerona Wastes
- Prevailing Mana: Red
- Secondary Mana: Black
- Ability: If an Army attacks into Southern Aerona Wastes they cannot move or attack next turn.
Sursi
- Prevailing Mana: White
- Secondary Mana: Blue
- Ability: While you control Sursi, in all duels, your mana pool does not empty at the end of phases and you do not take mana burn as normal.
Tolaria West
On a tiny island within the Spice Isles, lore of the ancient school of Tolaria has resurfaced. Contemporary scholars of magic have built a new academy, and have begun their own research there. It remains to be seen whether Tolaria West will re-create the achievements of the first island named Tolaria – or its tragedies.
- Main Blue Territory
- Ability: While you control Tolaria West you draw an additional card at the start of all your duels and your hand size is increased by one all duels.
- Prevailing Mana: Blue
- Secondary Mana: None
- Ability: When Tolaria West is attacked, you may flip a coin. If you win, the attack fails and any army involved in that attack can't attack Tolaria West next turn.
- Ability: When attacking from or defending Tolaria West at the end of their turn each player shuffles his hand, library and graveyard into their deck and draws the same number of cards they previously had in their hand.
Tonga Mountains
- Prevailing Mana: Red
- Secondary Mana: Green
- Ability: While you control Tonga Mountains, once per duel, as a sorcery, you may pay 3 colorless and discard a card to destroy target plains or island, it's controller takes 3 damage.
Varnalca
A small island south of Foriys and Shanodin. It contains an agrarian society, that is famous for its oranges.
- Prevailing Mana: White
- Secondary Mana: Green
- Ability: While you control Varnalca all creatures you control gain: 1 colorless: +1/+1.
Verdura
A forested island known for it's enchantresses.
- Prevailing Mana: Green
- Secondary Mana: Blue
- Ability: When you control Verdura, in all duels you may draw a card whenever any player plays an enchantment.
Voda Sea
A medium sea containing many islands. Vodalians, a merfolk race control this sea.
- Prevailing Mana: Blue
- Secondary Mana: Black
- Ability: While attacking from Voda Sea all creatures you control are unblockable.
Whispering Woods
- Prevailing Mana: Green
- Secondary Mana: Black
- Ability: When defending Whispering Woods you may look at your opponent's Army and then choose which of your Armies to use.
Wrenna
- Prevailing Mana: White
- Secondary Mana: Green
- Ability: When you are attacking from or defending Wrenna you may look at your opponents Army and then Reinforce up to 10 cards before the duel.
Rules
- If you are attacking across the ocean you have to either:
- Have 50% blue cards and islands in your deck
- Suffer a penalty for attacking from the sea: -1/0 to all your creatures during the entire game
- All cards from the campaign must stay in campaign pool. No cards may be added to the pool without approval from all players in the campaign.
- When a duel is started each player must ante 1 card. The winner of the duel wins the loser's card and can add it to his Army Reserves unless it is the Army General. If it is the General he is:
- When you are attacking:
- If you have 25% or more of the prevailing color of either the attacking or defending territory in your attacking Army you suffer no Attack Penalty
- If you have 50% of the secondary color of either the attacking or defending territory in your attacking Army you suffer no Attack Penalty
Otherwise, you choose before the start of the game whether creatures you control get -1/0 or 0/-1 during the duel.
- Each Army must be led by an Army General. If an Army loses it's General and is not Reinforced to specifications by the end of the next turn the Army is Disbanded.
- You cannot change more than 10% of an Army unless you do not attack with that Army the turn you do so.
- All Armies must be at least 60 cards. If your army falls below 60 cards and you cannot Reinforce it to minimum strength by the next turn, it must be Disbanded to your Army Reserves.
- If an Army attacks into an unassigned territory a random opponent is decided from all the Armies in the game not including the attacking player's armies. There is no defending ante for these type of matches. If the attacking player wins, they receive the cards that were originally seeded to that territory. If the attacking player loses their ante is added to the cards seeded for the territory.
- If an Army attacks into a hostile territory without a defending Army and an Army of the player being attacked has not fought this turn it is used for defense, but the attacking player chooses whether the defending player receives -1/0 to all creatures during the game or starts the game with 5 less life. If all possible defending Armies have fought the defending player has to use their Peasant Army.
- Any player with no Army (due to having no Generals) has to fight with their Peasant Army.
- Any rules dispute will either be settled by consensus of all players or in the event of a disagreement during a duel, it will be settled by all players not involved in the duel.
- Territory Card Distribution:
Regular Territory Cards Lands Primary Color 6 3 Secondary Color 2 1 Main Territory Primary Color 10 5 - Starting Cards:
Auction: Each player receives equal gold to bid with.
Each player gets a discount on cards they have territories for the colors; primary: 5, secondary: 2. - You may play up to 3 event cards per turn. You may only play an event card if you started the turn with it in your hand. You receive an event card for the first succesful attack each turn. You must reveal event cards you draw to all players, but may then conceal them.
- Win Conditions: You win if you either: control all 5 Main territories, control a total of 30 territories, or at least 1 main territory and all territories that have that color as a primary or a secondary.
Glossary
- Army - A deck
- Army Reserves - The cards not in any deck
- Army General - The Legend associated with an Army
- Peasant Army - When you cannot fight with any Army you have to play with all of your Army Reserves, shuffled into 1 deck. If you have a Legend in your Reserves, it becomes your Peasant Army General and you may remove 20% of the total cards in your Peasant Army, to a minimum of 40. All cards put into the graveyard from your Peasant Army during the duel are considered Killed.
- Disbanded - If an Army falls below minimum strength for more than 1 turn all it's cards must be placed into it's owner's Army Reserve until they can create an Army that meets the requirments.
- Penalty - A temporary negative modifier affecting a duel or duels
- Reinforce - Adding or substituting cards into an Army. Mainly done during the Ready Phase, execept when done with abilities.
- Enhancement - A temporary positive modifier affecting a duel or duels
- Captured - A captured card can be ransomed for an amount of the ransomers choosing or if no agreement can be made a duel is played where the ransomer puts up the Captured card against ante cards equal to the converted mana cost of the Captured card. Playing in this duel is optional, but if you do not there is a 50% chance the captured card will be Turned (decide using a die), if it is not Turned it is Killed.
- Killed - Killed cards are placed in the out of play pile for he remainder of the campaign.
- Turned - A turned card may be placed into your Army Reserves. If you turn an Army General, after 5 turns in your Army Reserves you may create another army with that General or add it to another army. If you add if to an army with an Army General it may replace the General or it is counted as a non-Army General card in that army or any army it is is with another General. If you replace the General, it goes into Your Reserves and can make another Army at the beginning of the next turn.
- Rout - If you are defeated and cannot retreat you must fight another duel in which you go second and have -1/-1 to all creatures during the entire game. Ante for this game is automatically your General. If you lose this game your Army is Disbanded to your Reserves. If you win you automatically Retreat to the closest territory you own.
Turn Order
Each combined turn flip a coin, whoever wins goes first during movement and declaration of attacks.
- Ready your Armies. (Deck Building) - You may start a new Army with any eligible Army General. You may Reinforce your armies from your Army Reserve. Any card not in your Army Reserve at the beginning of the turn cannot Reinforce, unless an ability allows it to.
- Move Your Armies.
- Declare Attacks.
- Play Duels.
- Resolve Duels.
Combat Resolution
- Winners:
- Claim ante/territory cards
- Receive an event card if you haven't already received one from another successful duel this turn
- Move winning Army into the conquered territory
- Losers:
- Surrender ante
- Surrender cards for losing the territory, of the appropriate colors, randomly from your Army Reserves. If your Army Reserves does not have enough cards you must Disband an Army so that it does.
- Retreat losing Army into an adjacent owned territory, an unassigned territory or a hostile territory with no Army, if you cannot do so you have to fight another duel against your attacker, under Rout conditions
Event Cards
Event cards may be played at any time unless otherwise noted by the card.
- Play only when you lose a duel, but not when attacking an unassigned territory. All cards you would lose to the winning player are instead Killed.
- Play on a non-Main territory. The player who owns that territory loses cards just like they had lost a duel there. These lost cards are considered Killed.
- Play on a non-Main territory. The owner loses the territory, they must lose cards like they lost a duel there, those cards are seeded to that territory. It is considered to be un-assigned, and can be reconquered as normal.
- Search the Out of Play Pile. You may put 1 Legend or 2 non-Legendary cards from the Pile into your Army Reserves.
- Cancel an attack (Your's or an opponent's). Must be played before the duel you are going to cancel starts.
- Play before a duel: Choose a land card from your Army Reserves. You may start the game with that card in your hand or you may choose and discard a card and lose 5 life to instead put it into play.
- Play on an unassigned territory you are attacking. Flip a coin, if you win the flip, you win the attack against the territory automatically.
- Play during a duel, as an instant: Target creature is unblockable and gets +5/+0 until end of turn.
- Play during a duel, as an instant: Target creature gets your choice of protection from a color of your choice, wither, defender, haste, trample, first strike, flying, or vigilance (permanently).
- Play during a duel, as a sorcery: Target player puts a green Vineyard enchantment token into play that has: During each player's upkeep that player adds GG to their mana pool. The player that controls this enchament doesn't take mana burn and their mana pool doesn't empty as normal.
- Play during a duel, as a sorcery: Target player puts a white Anthem enchantment token into play that has: All creatures you control get +1/+1.
- Play during a duel, as a sorcery: Target player puts a black Abyss enchantment token into play that has: During your upkeep the player with the lowest casting cost non-land permanent chooses a permanent and sacrifices it. Sacrifice the Abyss if both players have no non-land permanents during your upkeep.
- Play during a duel, as a sorcery: Target player puts a blue Sight enchantment token into play that has: Play with the top card of your library revealed. You may play that card as though it were in your hand. At the end of any turn you play a card from the top of your library discard a card for each one.
- Play during a duel, as a sorcery: Target player puts a red Furnace enchantment token into play that has: All damage dealt is doubled.
- Play when a General would be Killed. Put that General into your Army Reserves instead.
- Play before a duel: You may Reinforce your Army with up to 10 cards before this duel.
- Play during a duel, as a sorcery: Target player puts a colorless artifact Book token into play with: Tap: Draw a card and then choose and discard a card.
- Play during a duel, as a sorcery: If you control all 5 colors of creatures, you win the game.
- Play during a duel, as an instant: Destroy target non-land permanent.
- Play during a duel, as a instant: Gain 10 life, if you have 50 or more life you win the game.
- Play during a duel, as a sorcery: Target player puts a red, white, blue, black, and green Hungy, Hungry Hippo token into play with power and toughness equal to the number of lands among landtypes you control and
Sacrifice a permanent: destroy target permanent - You may move an Army you control to any territory you control.
- Play during a duel, as a sorcery: Draw cards equal to the lands among landtypes you control.
- Play during a duel: You may muligan up to 2 times with no penalty.