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.

Rules

  1. 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
  2. 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.
  3. 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:

    • Captured if the ending life difference was 0-7 life
    • Killed if the ending life difference was 8-15 life
    • Turned if the ending life difference more than 16 life
  4. 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.
  5. 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.
  6. You cannot change more than 10% of an Army unless you do not attack with that Army the turn you do so.
  7. 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.
  8. 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.
  9. 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.
  10. Any player with no Army (due to having no Generals) has to fight with their Peasant Army.
  11. 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.
  12. Territory Card Distribution:
    Regular Territory Cards Lands
    Primary Color 6 3
    Secondary Color 2 1
    Main Territory    
    Primary Color 10 5
  13. 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.
  14. 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.
  15. 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

  1. Army - A deck
  2. Army Reserves - The cards not in any deck
  3. Army General - The Legend associated with an Army
  4. 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.
  5. 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.
  6. Penalty - A temporary negative modifier affecting a duel or duels
  7. Reinforce - Adding or substituting cards into an Army. Mainly done during the Ready Phase, execept when done with abilities.
  8. Enhancement - A temporary positive modifier affecting a duel or duels
  9. 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.
  10. Killed - Killed cards are placed in the out of play pile for he remainder of the campaign.
  11. 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.
  12. 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.

  1. 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.
  2. Move Your Armies.
  3. Declare Attacks.
  4. Play Duels.
  5. Resolve Duels.

Combat Resolution

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.