v0.5.28-dev · 2026-08-04
The Wide World
Four new battlefields, each in a large and a skirmish size — the catalog goes from eleven traced boards to nineteen, and every one is a different tactical problem.
Silverrun Falls & Silverrun Ford — the crossing
Traced from Zirekile Falls (map #83) at its exact 11x10. A river spans the full width and must be crossed: a shelf pool at height 2 above the falls, the churning pool at 0 below, and the falls lip between them — a two-step drop no walker can cross, so the river is one-way at best. Three ways over: the stone causeway on the lip (dry, fast, and the obvious killing ground), or wading either pool at triple cost while both banks look down at you.
This map is why the terrain grammar grew elevated water: the pool above a waterfall is still water, it is just water at height 2. Same rule as the stone and hill ladders — terrain says what a tile is made of, height says how high it sits.
Restfield Green & Restfield Plot — scattered cover
The Public Cemetary (map #100) at its exact 15x15 — the widest board in the game. There is nothing to hold: no gate, no summit, no crossing. Just headstones — stand-on-able stone scattered across a flat green, two mausoleums a side, a low shrine platform at the centre. Every fight is about lines and spacing rather than terrain ownership; it is the closest thing the catalog has to a fencing hall. Mirrored on both axes, because with no architecture to compensate, any asymmetry on open ground is a free advantage. The graveyard theme's tombstones — retired with the old maps — come back to dress it.
Banecrag Hold & Banecrag Steps — the switchback
The Banished Fort (map #115) at its exact 8x11. A ruined watchtower on a five-step crag with no gate at all — climbed by two exposed stairs, a short steep one from the north and a long switchback up the east face from the south. Both armies start at the foot of the rock, but their climbs are different lengths: one side reaches the top first, the other arrives spread out. Asymmetric on purpose — fairness comes from swapping sides, not from the ground.
Rivenwaste & Rivencut — the badlands
TERMINATE (map #105), at its exact 12x9. The source is a leftover debug board in FFT's own files — a nameless jumble of sandstone that shipped on the disc — and that found-object chaos is exactly what it contributes: three stepped mesas, a five-step spike, pits and shelves, nothing level for more than a few tiles. Line of sight and reach change every step, so it is the board where Jump and ranged arcs matter most and formation play matters least. The only traced board that deploys west/east down the side columns, keeping the old deployment geometry alive in the live catalog.
Every board carries the standard guard net — exact footprints, gap-free height ladders, Jump-1 reachability, steep-ledge floors — plus a feature guard each: the causeway must exist in the river, the cemetery must stay mirrored with its headstone count, the crag must reach its full five steps with its ruin, and the badlands owe more than double the usual broken-ground quota. The causeway guard was verified by drowning the bridge, which fails the build by name.