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
- 86
- 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, held by nobody, with a horde lair at its gate. Its troops are drawn from the match seed: in one match it was 8 Crossbowmen, 1 Drake and 4 Knights, and beating them paid 300 gold and 490 XP, and 2 Crossbowmen 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 4 buildings at the same costs, 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.
| Town | Where | At the start | To take it |
|---|---|---|---|
| Your town | column 19, row 3, the near third | yours, empty | – |
| The second town | column 14, row 28, the far third | held by nobody; sells nothing | 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.
| Resource | Mines | A day each | All flagged, a day |
|---|---|---|---|
| Gold | 2 | 500 | 1000 |
| Wood | 3 | 2 | 6 |
| Ore | 4 | 2 | 8 |
| Crystal | 3 | 1 | 3 |
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).
| Dwelling | On the map | Vale Host hires | Peatholm hire | A week |
|---|---|---|---|---|
| Wolf Lodge | 2 | Dire Wolf | Eelcatcher | 10 / 10 |
| Fletchers' Hut | 3 | Archer | Reed Slinger | 9 / 14 |
| Drake Roost | 2 | Drake | Shrineback | 1 / 1 |
| Star Hermitage | 2 | Mage | Fen Lamplighter | 2 / 3 |
| Lance Hall | 2 | Knight | Heron Rider | 2 / 2 |
Lairs, piles and chests
38 lairs stand on the map, 3 of them wardens; most stand in front of something worth taking. What is inside each is drawn from the match seed within its size (the sizes).
| Size | Lairs | In front of |
|---|---|---|
| A few | 10 | 3 mines, 4 dwellings and 3 chests |
| A pack | 12 | the road (2), 3 dwellings, 6 mines and 1 chest |
| A horde | 13 | 4 chests, 4 dwellings, 3 mines, Haskett’s gate (1) and the second town (1) |
| Warden | 3 | 1 chest, the road (1) and 1 pile |
The 86 piles are picked up by walking onto them; most hold a fixed resource, 43 hold one drawn from the seed. The 28 chests each offer gold or XP (the amounts).
| Pile | On the map | Amount |
|---|---|---|
| Gold | 12 | 300–700 in steps of 50 |
| Wood | 12 | 3–7 |
| Ore | 10 | 3–7 |
| Crystal | 9 | 1–3 |
| Drawn | 43 | any 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.
| Watchtower | Where |
|---|---|
| Watchtower 1 | column 11, row 13, the middle third, west side |
| Watchtower 2 | column 32, row 13, the middle third, east side |
| Watchtower 3 | column 8, row 26, the far third, west side |
| Watchtower 4 | column 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: the match goes on until you beat Haskett or lose your army, and its 18 days are only the score’s par (100 points for each day you finish under it, none past it). 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.
| Rule | Broadwater | The Causeway Meres and Reedford |
|---|---|---|
| Days | no limit; 18 is the par | 15, then the match is lost |
| Haskett’s lair | open from day one | sealed until 2 of 3 wardens fall |
| A broken warden | takes 15% of his might | counts toward the seal |
| Wardens grow | never | by 13% a day after day 3 |
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:
| Day | No warden broken | 1 warden broken | 2 wardens broken | 3 wardens broken |
|---|---|---|---|---|
| Day 1 | 70% · 336 HP | 60% · 288 HP | 49% · 235 HP | 39% · 187 HP |
| Day 8 | 84% · 403 HP | 69% · 331 HP | 55% · 264 HP | 41% · 197 HP |
| Day 18 (par) | 104% · 499 HP | 86% · 413 HP | 69% · 331 HP | 52% · 250 HP |
| Day 25 | 118% · 566 HP | 98% · 470 HP | 78% · 374 HP | 60% · 288 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.