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Broadwater, the Large map

A wide country cut by a river, a bridge in the east and a ford in the west. Broadwater is 36×36 tiles, about 7 times the ground of The Causeway Meres and Reedford. It is an experiment beside those two: a new match never lands on it by chance, you pick it in the Conquest panel. Your town sits at column 19, row 3, on the near third; Haskett’s lair at column 19, row 34, on the far third. Columns count from the west edge, rows from the near (town) edge, as on the resources page.

Tiles
36×36
Par days
18
Towns
2
Lairs
38
Wardens
3
Mines
12
Dwellings
11
Chests
28
Piles
54
Watchtowers
4
Places
6

The two towns

Broadwater is the only map with a second town. Yours flies your flag from day one. The other stands at column 14, row 28, on the far third, and who holds it is up to the Rival switch under the map choice in the Conquest panel. With Rival on, the default, it is the computer rival’s home from day one and there is no lair at its gate: you cannot take it, only beat him. With Rival switched off it is held by nobody, with a horde lair at its gate, and the rest of this paragraph is how you take it. That lair’s troops are drawn from the match seed: in one match it was 6 Carrion Kites, 16 Gorse Hogs and 3 Barrow Bears, and beating them paid 300 gold and 597 XP, and 1 Barrow Bear joined (what each lair size pays). Walk in after the fight and flag it. From then on it is a town of your own people: the same buildings at the same costs (12 in a new match), paid from the one purse. Each town keeps its own one-building-a-day limit, so with both flagged you can put up two buildings a day, and each sells its own weekly stock of creatures. With Town forks on, the lock is per town too: a building is locked only by its twin standing, or ordered, in that same town, so a Muster Yard in your town leaves the Archery Butts open in the second, and with both flagged you can field both halves of a pair, one in each town; the rival’s town is locked the same way, by its own buildings.

The towns on Broadwater
TownWhereAt the startTo take it
Your towncolumn 19, row 3, the near thirdyours, empty–
The second towncolumn 14, row 28, the far thirdRival on: the rival’s home. Rival off: held by nobody, sells nothingRival on: it is his, beat him instead. Rival off: horde lair at the gate, then flag it

Mines

Broadwater holds 12 mines, every one behind a lair, and it is the only map with gold and crystal mines. A flagged mine pays every day; if you flag them all, the map pays 1000 gold, 6 wood, 8 ore, 3 crystal a day.

Mines on Broadwater
ResourceMinesA day eachAll flagged, a day
Gold25001000
Wood326
Ore428
Crystal313

Dwellings

There are 11 dwellings, several of a kind, each refilled at the start of every week (every 7 days). A dwelling sells the creature your people hire there (which creature for which people).

Dwellings on Broadwater
DwellingOn the mapVale Host hiresPeatholm hireA week
Wolf Lodge2Dire WolfEelcatcher10 / 10
Fletchers' Hut3ArcherReed Slinger9 / 14
Drake Roost2DrakeShrineback1 / 1
Star Hermitage2MageFen Lamplighter2 / 3
Lance Hall2KnightHeron Rider2 / 2

Lairs, piles and chests

38 lairs stand on the map, 3 of them wardens; most stand in front of something worth taking. With Rival on there are 37: the horde lair in front of the second town is not there, because the rival lives in that town. What is inside each is drawn from the match seed within its size (the sizes).

Lairs on Broadwater
SizeLairsIn front of
A few103 mines, 4 dwellings and 3 chests
A pack12the road (2), 3 dwellings, 6 mines and 1 chest
A horde134 chests, 4 dwellings, 3 mines, Haskett’s gate (1) and the second town (1)
Warden31 chest, the road (1) and 1 pile

The 54 piles are picked up by walking onto them; most hold a fixed resource, 27 hold one drawn from the seed. The 28 chests each offer gold or XP (the amounts).

Piles on Broadwater
PileOn the mapAmount
Gold9500–1100 in steps of 50
Wood75–11
Ore55–11
Crystal62–5
Drawn27any of the above

Watchtowers

Walk onto a watchtower once and the fog lifts for good on every tile within 9 of it. Broadwater has 4; the two small maps have 1. A watchtower gives nothing else: no gold, no troops.

Watchtowers on Broadwater
WatchtowerWhere
Watchtower 1column 11, row 13, the middle third, west side
Watchtower 2column 32, row 13, the middle third, east side
Watchtower 3column 8, row 26, the far third, west side
Watchtower 4column 33, row 26, the far third, east side

The roaming rules

Broadwater is a map to explore, and its rules say so. There is no day limit: its 18 days are only the score’s par (100 points for each day you finish under it, none past it). You win by beating Haskett and lose if your army is beaten; with Rival on, beating the rival hero also wins it for you, and he wins it if he clears Haskett’s lair before you do (the rival). His lair is not sealed: you may fight him on day one. The 3 wardens are still there (the near third, west side, the middle third, east side and the far third, west side), but they never grow, and each one you break takes 15% of his might away, so with all 3 broken he fights at 55% of himself.

Broadwater against the small maps
RuleBroadwaterThe Causeway Meres and Reedford
Daysno limit; 18 is the par15, then the match is lost
Haskett’s lairopen from day onesealed until 2 of 3 wardens fall
A broken wardentakes 15% of his mightcounts toward the seal
Wardens growneverby 13% a day after day 3

The rival

With the Rival switch on, which is the default (it sits under the map choice in the Conquest panel, and the game remembers how you left it), Broadwater is a race. A computer hero starts in the second town with the same army and purse you start with, and plays his day each time you end yours, under every rule you play by: the same movement, lairs, prices and one building a day. Switch Rival off and the map is yours alone, the second town back behind its lair.

How a match with him ends: you win by beating Haskett or by beating the rival in a battle between the heroes (a draw there counts as your loss). He wins if he clears Haskett’s lair before you do, or beats your army when he attacks. If his army falls in a lair he is out of the match and you play on alone.

War bands

On Broadwater you can hire troops where the hero is not. At a town that flies your flag, or at a dwelling, while the hero stands somewhere else, the recruit row offers Send to hero, with the days the trip will take. Pay the same price as ever and the troops set off toward him as a war band. A dwelling sends only once the hero has visited it: until he has stopped on it at least once, tapping it from afar still opens its card, but the row reads “Visit this dwelling once to recruit from it” instead of offering a send. After that one visit it sends from anywhere for the rest of the match. Your town needs no visit and sends from anywhere.

War bands exist only on this map. On The Causeway Meres and Reedford and in the Duel you recruit only where the hero stands.

Haskett on Broadwater

He starts stronger here and grows more slowly: 70% of his full might on day one (14% on The Causeway Meres and 10% on Reedford), then 2% more each day (3% on the small maps), less 3% for every lair you clear. Breaking a warden counts as clearing a lair as well as taking its own share. These numbers are before any Warpath level. His hit points follow his might:

Haskett’s might and hit points on Broadwater, with no other lair cleared
DayNo warden broken1 warden broken2 wardens broken3 wardens broken
Day 170% · 960 HP60% · 960 HP49% · 960 HP39% · 960 HP
Day 884% · 960 HP69% · 960 HP55% · 960 HP41% · 960 HP
Day 18 (par)104% · 960 HP86% · 960 HP69% · 960 HP52% · 960 HP
Day 25118% · 960 HP98% · 960 HP78% · 960 HP60% · 960 HP

So waiting still costs: on day 18 with no warden broken he is at 104%, while a hero who breaks all 3 wardens by then meets him at 52%. How Haskett fights.

More: Codex · Resources, mines and the town · The Causeway Meres and Reedford · Lairs

Play Pick the Large map in the Conquest panel to play Broadwater.