DANKGAME Play

Reedford

A river to cross, by the bridge or the western ford. The town sits on the east side of the near edge and Haskett in the far west corner, so the road cannot run straight at him. A river splits the map into two routes: the road crosses on a bridge in the east, and a swamp ford hugs the west edge. North of the river a block of mountains keeps the routes apart until they meet in front of him: the road bends west and reaches his gate past a horde, while the ford route climbs the west strip and comes at him from the south past no horde, but over slow ground.

Days
15
Tiles
10×18
Lairs
9
Wardens
3
Mines
2
Dwellings
2
Chests
4
Piles
5
Places
6
The painted map of Reedford: the town at the near (bottom) edge, Haskett’s lair at the far (top) edge.THLWWWLMMCSSSSSSVLLLLLLLLLLPPPPPPPPCCCCCDDDD
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 10% 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
Road221
Grass652
Forest243
Hills93
Swamp94
Water14impassable
Mountain30impassable
Rock7impassable

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 Reedford
ObjectWhereNotes
T Your towncolumn 7, row 3, the near third
H Haskett’s laircolumn 3, row 17, the far third, west side
L Lair (a few)dealt: one of 4 tiles (dashed pins), in the near third, the middle third, west side and the near third, east sideholds the road, or guards a pile or chest beside it, wherever it is dealt
L Lair (a few)column 2, row 6, the near third, west sideguards the ore mine beside it
L Lair (a few)dealt: one of 4 tiles (dashed pins), in the near third, the middle third, west side and the near third, east sideholds the road, or guards a pile or chest beside it, wherever it is dealt
L Lair (a pack)dealt: one of 3 tiles (dashed pins), in the middle third, east side and the middle thirdholds the road, or guards a pile or chest beside it, wherever it is dealt
W Wardencolumn 1, row 11, the middle third, west sideholds the road
W Wardencolumn 10, row 12, the middle third, east sideguards the chest beside it
L Lair (a horde)dealt: one of 3 tiles (dashed pins), in the far third, east side, the middle third, east side and the far thirdholds the road, or guards a pile or chest beside it, wherever it is dealt
W Wardencolumn 9, row 14, the far third, east sideguards the wood mine beside it
L Lair (a horde)column 4, row 17, the far third, west sidestands at Haskett’s gate
M Ore minecolumn 1, row 6, the near third, west side2 ore a day once flagged
M Wood minecolumn 10, row 14, the far third, east side2 wood a day once flagged
D Wolf Lodgedealt: one of 2 tiles (dashed pins), in the near third, west side and the middle third, west side10 Dire Wolves a week; the Peatholm hire Eelcatchers
D Drake Roostdealt: one of 2 tiles (dashed pins), in the far third, east side and the far third1 Drake a week; the Peatholm hire Shrinebacks
C Chestdealt: one of 5 tiles (dashed pins), in the near third, west side, the middle third, the far third, west side and the middle third, west side
C Chestdealt: one of 5 tiles (dashed pins), in the near third, west side, the middle third, the far third, west side and the middle third, west side
C Chestcolumn 10, row 13, the far third, east side
C Chestdealt: one of 5 tiles (dashed pins), in the near third, west side, the middle third, the far third, west side and the middle third, west side
P Gold piledealt: one of 8 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, the middle third, the near third, east side and the far third, west side
P Piledealt: one of 8 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, the middle third, the near third, east side and the far third, west sideresource drawn from the seed
P Piledealt: one of 8 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, the middle third, the near third, east side and the far third, west sideresource drawn from the seed
P Piledealt: one of 8 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, the middle third, the near third, east side and the far third, west sideresource drawn from the seed
P Crystal piledealt: one of 8 tiles (dashed pins), in the middle third, west side, the middle third, east side, the far third, the middle third, the near third, east side and the far third, west side
S Hermit's Hollowcolumn 6, row 1, the near thirdlearn the first of the 2 skills he names (it counts as a rank, like a level-up pick), or learn the second
S Knucklebone Tablecolumn 9, row 4, 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 Wax-Sealed Coffercolumn 5, row 6, 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 Drifters' Firecolumn 10, row 8, the middle third, east sidehire 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 3, row 12, 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 Ember Cairncolumn 7, row 16, the far third+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, west side and middle third, west side (dealt) and the Drake Roost on the far third, east side and far third (dealt). The mines: ore on the near third, west side, behind a few and wood on the far third, east side, behind a warden.

More: The Causeway Meres · 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.