Heroes 3 Board Game Multi
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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.

Tiles
Drag a tile onto the map
Max tierⅡ–ⅢⅣ–ⅤⅥ–ⅦSeaUnderground
Objects & teleporters
Click an object, then click a board cell to place it
TeleportersOne-way monolithOutpostsCreature BankHidden
Tools
Default seat 1 (used unless you drag a Town tile in)Default seat 1 (used unless you drag a Town tile in)Default seat 1 (used unless you drag a Town tile in)Default seat 1 (used unless you drag a Town tile in)Default seat 1 (used unless you drag a Town tile in)Default seat 1 (used unless you drag a Town tile in)Default seat 1 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)Default seat 2 (used unless you drag a Town tile in)S1S2
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How the designer worksDrag 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 lock a starting tile's orientation so it never opens with a rotation. 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).
0 tiles placed · opens 2 multiplayer seats · face-down Secret landmarks draw a random matching tile from their pool when the adventure starts (if none match, pure random — players are notified).
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
Supported table modes
Which table modes this map is designed for. Both (the default for every map) leaves it playable in Clash and Co-op alike. Picking a Co-op-only map switches the lobby to Co-op automatically — the host can still change it, but the game refuses to start in a mode the map does not support.
Difficulty (preset)
Neutral guard strength (Field Difficulty Level Table) + the printed starting bonus. Seeds the lobby on pick; the host can still change it there (their choice wins), and switching maps restores the scenario default.
Global house rules (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)
Whether players may open their own Ⅱ–Ⅲ Far tiles mid-game, and how many each may add (0–6). Only the count of tiles is set here — the Ⅱ–Ⅲ supply pool itself stays the engine default. Ore / Settlement tile replacement is a BINH house rule, not a map-preset setting. Seeds the lobby on pick.
Ⅱ–Ⅲ tile type choice (preset)
Optional rule: placing a Ⅱ–Ⅲ tile from your hand asks WHICH KIND you want, and a random tile of that kind is drawn. Pick kinds above to RESTRICT the menu (e.g. crystal or gold); pick none and every kind is offered. Choosing kinds also turns the rule on when the map is picked — the host can still switch it off in Match settings. Only kinds still left in the Ⅱ–Ⅲ supply are ever offered.
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.
Computer diplomacy
Allied computers share one team: they never attack one another, allied heroes can pass through each other, and the combat engine rejects any allied PvP start. They remain enemies of the human player.
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
Victory (preset)
Seeds the lobby when the map is picked — the host can still change it there (their choice wins), and switching maps restores the scenario default.
🏆🐉 Hidden Grail / Dragon Utopia
On each face-down Center (Ⅶ) tile, select both Grail and Dragon Utopia and leave “Player picks” off. The game balances the hidden results: 4 fields = 2 + 2; 3 fields = a random 2 + 1 split. Grail guards use the difficulty table; dig costs 1 MP and gives 20 gold plus the 3-VP Grail token. Dragon Utopia adds a Black Dragon and rewards 20 gold, Morale or an Ability token, plus two Search(3) rewards from the Artifact deck (two Artifacts). The Utopia Creature Bank (Ⅳ–Ⅴ) pays its own richer reward instead: 40 gold, Search(3), then Search(5) twice.
Suggested length (rounds)
A display-only note today — a suggested length, not a hard end.
🎖️ Victory Points
Off — the round limit above stays a mere suggested length.
🏁 Custom win conditions
Extra early-end triggers on top of the victory mode: the FIRST player to satisfy ANY of these wins immediately. Keep the thresholds above what a player already has at setup, or the game ends on the first action. For a hold-to-win tied to a specific field, you can instead stamp “Hold rounds to win” (with “Requires Grail” if you want) on a settlement or centre hex in the tile popover.
Conditions
0/4
⚔️ Hero-defeat bounty
Extra gold the winner gains for defeating an enemy Hero in a real fight — on top of the normal 5-gold spoils. Applies to every player and to Main + Secondary heroes; a surrender or a sacrificed Secondary Hero pays nothing. 0 = off.
Map objects
🧱 Break configuration
A Break stops Pathfinding at a guarded destination. Tile gates apply only when crossing onto that tile; the Ⅶ-field gate applies whenever that field is entered. Exact Dragon Utopia, Grail, Random Town, or other Ⅶ settings live under 📍 Specific → center tile. Mine and Obelisk Break fields use their Global / Specific controls below.
In team play: BREAK is
Individual: every player must flag each Break. Whole team: one player flagging it clears that Break for all allies.
⚱ Obelisks
What visiting an Obelisk does. The ROLE applies to every Obelisk on the map (face-down tiles hide which is which); guard/reward can also be set per tile under 📍 Specific. Each role still counts toward the Holy-Grail dig.
⛏ Mines (all types)
Optional guard and PC-style break options on every Mine. Persistent army leaves survivors after a lost or retreated fight.
Guard
🏰 Random Town
Override the rolled faction guard army, capture reward, and gold income (default 10). 📍 Specific picks a Ⅵ–Ⅶ center tile and customizes ITS objective (guard / reward / VP / win) — shared by Random Town, Grail, Dragon Utopia and printed center objects; map-wide Grail & Utopia tuning lives under Victory & scoring.
Guard (replaces default faction Packs when set)
Gold incomeCapture goldControl VP each
🏘 Settlements
Make settlements matter: a guard fought the first time each one is flagged, and extra Victory Points for every settlement a player controls (VP mode only — on top of the flat 1 VP each).
Guard (fought on first flag)
⚡ 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 happens
0/32
Mission-book style: pick any round (1–30) and any effect, then tweak the numbers. Multiple events can share a round. Fires at the start of that round for every player.
Quick templates
No timed events yet — add one or pick a template.
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)