Map designer
Build a map around the starting tiles, dropping tiles wherever you like — they can interlock, leave gaps, touch at a corner or sit apart on their own. Pick how many multiplayer seats it opens for (2–6), flip a tile face up (choose the exact tile and rotation) or face down (random from its pool), then save the design. Saved maps are shared with everyone — anyone can open, edit, play, or delete them, here or in the map-setup lobby under “Map design”. For single-player, click Town tiles to mark exactly one as You and the others as Enemy AI; those solo-only roles, locations and bonuses are ignored when this same map is used in multiplayer.
Drag a tile onto the map
Max tierⅠⅡ–ⅢⅣ–ⅤⅥ–ⅦSeaUnderground
Click an object, then click a board cell to place it
TeleportersOne-way monolithOutpostsCreature BankHidden
How the designer works
Drag a tile from the palette onto the board, then click it to configure: choose Random (pool draw), Secret (landmark filter — mines, obelisks, … stay hidden until discovery), or Face-up (visible from the start), then click a tile card. Filter chips (Mine, Obelisk, …) narrow the grid. Underground tiles need a Subterranean Gate (auto when touching Surface). Add Monolith / Whirlpool tokens from the same panel — at least 2 of a kind to work; once placed, drag a token to move it to any compatible tile — face-up or face-down, in any combination (a face-down tile is one whole-footprint drop zone; its exact hex is picked at discovery) — or click it for its slot / remove options. A centre tile can force its Ⅶ objective field (Town / Grail / Utopia, shown as a badge). Drag a cavern to touch a Surface tile and its Subterranean Gate appears — then drag any gate token along the shared edge to pin its exact spot (or click it for link options, and use ↻ to slide it). Arm 🖌 Yellow borderin the Objects palette, then click a tile's edge hexes to paint impassable borders (or use the edge chips in the tile panel), and choose a starting tile's blocked field position to fix its orientation for any faction. Give filtered slots the same shuffle set to randomize their landmark positions each game. The Objects palette drops standalone one-hex pieces — four colored Gate pairs and designer-guarded objects; drag a placed object (either half of a Gate pair) to move it, or click it for guard / remove. Town (Ⅰ) tiles are seats; drag empty background to pan, pinch or use the toolbar to zoom (wheel zoom when unlocked).
Map conditionsoptionalMission-book style setup for this map only — players see it when the map is picked.
No special conditions — pure tile layout.Match setup
Difficulty (preset)Secondary Heroes
Neutral battle extension
Seeds these rules when the map is picked; the host can still change them in Match settings.
Additional Ⅱ–Ⅲ tiles (preset)
Ⅱ–Ⅲ tile type choice (preset)Single-player opponents
Enemy count & starting Towns
Deployment not complete
Click starting Town tiles on the map: mark exactly one as You and each required opponent as Enemy AI. Those Town markers set the real solo enemy count and exact spawn hexes. Each Enemy AI Town also holds its town type, personal war chest, starting army, and veteran XP. All of it is ignored in multiplayer.Starting position
Starting resources
Single-player AI base bonus
Added to every computer opponent at the start of a single-player game only. To make enemies different, click an Enemy AI Town on the map and add that Town's extra war chest. Neither bonus applies in multiplayer.Income (per Resource round)
Town buildings at start
Starting army (level 1–7)
Each player gets their own faction’s unit of that level.Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Lv 6
Lv 7
Additional starting bonus
Victory & scoring
Map objects
⚡ Hidden hex events (0/24) live on the board: place them with the Objects palette's "Hidden event" button, click a marker to edit, drag it to move.
Timed events
Timed events
Which round → what happensQuick templates
PvE encounter director
Encounter art & army theme
Directs monster rosters, map-object art and the dedicated PvE combat board. Lobby keeps control when left on Lobby.Calamity Waves (map overrides)
Applies only while a mod surface ticks Monster waves (WOG / Anime). The cadence override wins over the lobby pick; a wave-army override replaces that wave number's level-table draw for EVERY seat's assault.Raid bosses (custom monsters)
Applies only while a mod surface ticks Raid bosses. Custom bosses REPLACE the built-in catalog pool for this map's Rift Lair spawn; stats are per health-layer, abilities come from the curated implemented list.Dungeon (campaign direction)
Applies only while a mod surface ticks The Dungeon. A short expedition crowns floor 5 as the final, repeatable floor; custom wardens may reuse the monsters authored above.Designer note
Designer note (shown when map is picked)