2
1
Sailing
Sailing
3
Sailing
Sailing

Golden Empire Camp

Mountainside Bell
Rally: on player's turn, can teleport all units within 2 tiles to this tile instantly, regardless of distance or nearby enemies. 3 turn cooldown

Northern Sea

Oceanside Mountain Path

Sword In The Stone

Angler's Commune
Ferry: units can move from this tile to the Northern or Southern Sea tile

Forge

Beekeeper's
Bee Swarm: if a friendly unit is on this tile, you can force 1 individual unit (can be in a tile with other units) within 1 tile of this one to retreat to a 1-tile distance tile of *their* choice. 3 turn cooldown

Bakery

Southern Shore
Ferry: units can move from this tile to the Southern Sea tile

Southern Sea

Quarry

Island
Impassable

Decrepit Farm

Mountain
Impassable

Obelisk

Decrepit Hut Near The Ruins

Soap Shop

Cliff Windmill

Rocky Archways

Intersection w/ Signpost

Island
Impassable

Graveyard

Church

Lighthouse Waterfall
Reconnaissance: when prepping a battle, the owner of this tile can place their units anywhere in the play area

Farmer's House
Ferry: units can move from this tile to the Northern Sea tile

FFA Arena
Training: units may retreat to any tile so long as that tile is neutral or controlled

Town
Impassable

Town
Impassable

Battle Phase
• Begins when units from both teams enter a tile together.
• Battles take place in Bulwark, in the in-game location corresponding to each tile, referred to as the play area.
• Players fight until only one team is still alive. Single-life.
• Unless a team has the Reconnaissance ability, both teams' units start the battle grouped with their teammates, but they may decide where in the play area they begin the battle.
• Any players who die or leave the play area during a battle are routed.

Map Phase
• In the map phase, teams take turns moving units and capturing tiles or engaging enemies.
• You can move as many units from as many tiles as you want on your turn, but units may only move a one tile distance per turn.
• A unit can move one tile per turn
• There is no limit to how many units can be present on a tile.


Preparation
• Assign every player a piece, and place all the pieces on your starting location. Each player is a unit.
• Both teams pick a starting location and mark it with a piece. This tile is the team's capital.
Pieces:
• 1 piece for each player, to represent their unit. Color code pieces corresponding to their team.
• 1 piece for each capital, placed on the corresponding tile
• Dice or something to act as a cooldown timer for the Mountainside Bell's Rally ability and the Beekeeper's Bee Swarm ability.


Town
Impassable

Retreat Phase
• Routed units retreat to the tile opposite of the tile the enemy attacked *from*
• If the tile the losers are supposed to retreat to is impassable, they instead instead retreat to the tile furthest away from any enemy units (use common sense)
• Example: team A attacks Graveyard from FFA Arena and wins. Team B cannot retreat to the impassable Island tile, so team B will instead retreat to whichever tile *next* to the Graveyard and Island tile (that is, Church or Cliff Windmill) is furthest from all enemies.
• Routed units cannot move to any other tile for 1 turn as they recover from the lost battle. They can still engage in a battle if they are attacked on that tile, though.

How to Win:
• A team loses when their capital is captured for 2 turns (not counting the turn when the tile was captured).
• Once only one team remains, they are declared the winners.