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The Causeway Meres

One road north over the causeway between the meres. The town sits at the foot of the main road and Haskett at its head on the far edge, so the road runs straight at him. A belt of lakes crosses the middle of the map with three ways over: the road itself on the causeway, a forest ford on the west and a swamp ford on the east. The short road is guarded all the way; every way round it costs forest, hills or swamp.

Days
15
Tiles
10×18
Lairs
9
Wardens
3
Mines
2
Dwellings
2
Chests
4
Piles
5
Places
6
The painted map of The Causeway Meres: the town at the near (bottom) edge, Haskett’s lair at the far (top) edge.THLWWWLMMCSSSSSSVLLLLLLLLLLLLLPPPPPPPCCCCDDDD
T town H Haskett L monster lair W warden M mine D dwelling C chest P resource pile S one-time place V watchtower P dashed: a tile the deal may use

The match

You start in the town with the army of the people you picked and have 15 days; the day after the last one the match is lost. Haskett stands at 14% of his full might on day one here (960 hit points) and grows from there (how he grows). His lair opens once you have broken 2 of 3 wardens. The hero moves 12 points a day and each tile costs its ground:

The ground of this map
GroundTilesMove cost
Road271
Grass592
Forest213
Hills103
Swamp124
Water21impassable
Mountain21impassable
Rock9impassable

Where everything sits

Columns count from the west edge, rows from the near edge where the town is. The contents of lairs, piles and chests are drawn from the match seed. The town, Haskett’s lair, the mines, the wardens, the lairs in front of a mine or his lair, the watchtower and the places always stand on the tiles below. The other 14 objects (4 lairs, 5 piles, 3 chests and 2 dwellings) are dealt: a new match puts each on one of its pool’s tiles, drawn from the match seed, so they have no fixed tile here; the dashed pins are every tile the deal can use. No pile or chest is dealt within 2 tiles of the town, no dwelling as far a walk as Haskett’s lair, and a big pile always gets a lair beside it on its road side (the deal). A Daily before 2026-10-23 keeps the template’s own tiles. Each one-time place (S) offers two choices once and is spent after (what each offers).

Every object on The Causeway Meres
ObjectWhereNotes
T Your towncolumn 4, row 3, the near third, west side
H Haskett’s laircolumn 6, row 17, the far third
L Lair (a few)dealt: one of 6 tiles (dashed pins), in the near third, the near third, east side, the near third, west side and the middle third, west sideholds the road, or guards a pile or chest beside it, wherever it is dealt
L Lair (a few)dealt: one of 6 tiles (dashed pins), in the near third, the near third, east side, the near third, west side and the middle third, west sideholds the road, or guards a pile or chest beside it, wherever it is dealt
L Lair (a few)column 3, row 7, the middle third, west sideguards the wood mine beside it
W Wardencolumn 9, row 8, the middle third, east sideguards the ore mine beside it
W Wardencolumn 2, row 10, the middle third, west sideholds the road
L Lair (a pack)dealt: one of 4 tiles (dashed pins), in the middle third, the middle third, west side and the far third, west sideholds the road, or guards a pile or chest beside it, wherever it is dealt
L Lair (a horde)dealt: one of 3 tiles (dashed pins), in the far third and the middle thirdholds the road, or guards a pile or chest beside it, wherever it is dealt
W Wardencolumn 8, row 14, the far third, east sideguards the chest beside it
L Lair (a horde)column 6, row 16, the far thirdstands at Haskett’s gate
M Wood minecolumn 2, row 7, the middle third, west side2 wood a day once flagged
M Ore minecolumn 9, row 7, the middle third, east side2 ore a day once flagged
D Wolf Lodgedealt: one of 2 tiles (dashed pins), in the near third, east side and the near third, west side10 Dire Wolves a week; the Peatholm hire Eelcatchers
D Drake Roostdealt: one of 2 tiles (dashed pins), in the far third, west side and the far third1 Drake a week; the Peatholm hire Shrinebacks
C Chestdealt: one of 4 tiles (dashed pins), in the near third, the middle third, east side and the far third, west side
C Chestdealt: one of 4 tiles (dashed pins), in the near third, the middle third, east side and the far third, west side
C Chestcolumn 9, row 14, the far third, east side
C Chestdealt: one of 4 tiles (dashed pins), in the near third, the middle third, east side and the far third, west side
P Gold piledealt: one of 7 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, west side, the far third, the near third, east side, the near third, west side and the near third
P Piledealt: one of 7 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, west side, the far third, the near third, east side, the near third, west side and the near thirdresource drawn from the seed
P Piledealt: one of 7 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, west side, the far third, the near third, east side, the near third, west side and the near thirdresource drawn from the seed
P Piledealt: one of 7 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, west side, the far third, the near third, east side, the near third, west side and the near thirdresource drawn from the seed
P Crystal piledealt: one of 7 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, west side, the far third, the near third, east side, the near third, west side and the near third
S Wax-Sealed Coffercolumn 5, row 1, the near thirdtake the 300, 400 or 500 gold on its lid, or break the seal: 2 times the gold and as much XP, but its trap kills 20% (at least 1) of your costliest stack
S Knucklebone Tablecolumn 9, row 2, the near third, east sidestake 100 gold: a 4, 5 or 6 on one die pays 250 back, or stake 100 gold: a 6 pays 700 back
S Drifters' Firecolumn 5, row 8, the middle thirdhire the whole band (12 Spearmen, 10 Dire Wolves, 8 Archers or 6 Shieldmen) for 50% of their price, or a third of them (at least 1) join for nothing
S Lookout Cragcolumn 4, row 11, the middle third, west sidelift the fog 7 tiles round the crag, or lift it 1 tile round every lair still guarded and Haskett’s lair
S Hermit's Hollowcolumn 1, row 12, the middle third, west sidelearn the first of the 2 skills he names (it counts as a rank, like a level-up pick), or learn the second
S Ember Cairncolumn 8, row 16, the far third, east side+1 attack for every stack in every battle, for the rest of the match, or +1 defence, the same way
V Watchtowercolumn 7, row 12, the middle thirda visit lifts the fog 9 tiles round it for the rest of the match; free

The two dwellings: the Wolf Lodge on the near third, east side and near third, west side (dealt) and the Drake Roost on the far third, west side and far third (dealt). The mines: wood on the middle third, west side, behind a few and ore on the middle third, east side, behind a warden.

More: Reedford · what mines, dwellings, piles and chests give · lairs · Haskett · Warpath

Play A new Conquest match lands on one of the maps; the first on a device is always The Causeway Meres.