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Resources, mines, dwellings and the town

A Conquest match is a race between your army and Haskett. Everything on this page is how the map turns into army: resources pay for town buildings, buildings and dwellings sell creatures, and chests and lairs give the hero levels. The places are fixed per map (The Causeway Meres · Reedford); the amounts are drawn from the match seed within the ranges below.

Resources and the start purse

There are 4 resources: gold, wood, ore and crystal. Every match starts with 300 gold, 5 wood, 5 ore and no crystal. That is not enough for even the cheapest building (the Muster Yard, 400 gold, 5 wood): the town is paid for out of the map, from piles, chests, lairs and the places.

Piles

A pile is picked up by walking onto it, once. Some places always hold the same resource (each map has its crystal piles), the rest are drawn.

What a pile holds
ResourceAmount
Gold300–700 in steps of 50
Wood3–7
Ore3–7
Crystal1–3

Chests

A chest offers a choice when you open it: gold for the purse or experience for the hero. Each chest is one of these rows, drawn from the seed:

A chest: gold or XP
Goldor XP
500400
750600
1000800

Mines

Walk onto a mine to flag it; from then on it pays every day until the match ends. Every mine on the maps sits behind a lair, so the income costs a fight first. The game knows a mine of each resource, but the maps hold only wood and ore mines: gold comes only from piles, chests, lairs and two of the places and crystal comes only from piles.

Daily income of a flagged mine
MineA dayOn the maps
Gold5000 / 0
Wood21 / 1
Ore21 / 1
Crystal10 / 0

The one-time places

Each map holds the same six places on the same tiles, one of each kind (The Causeway Meres · Reedford show where). Walking onto one opens a card with its two choices and the exact outcome of each, worked out for your army and purse at that moment; you keep one and the place is spent. A choice you cannot pay for, or whose creatures your army has no room for, is greyed out.

What each place offers
PlaceOne choiceThe other
Ember Cairn+1 attack for every stack in every battle, for the rest of the match+1 defence, the same way
Hermit's Hollowlearn the first of the 2 skills he names (it counts as a rank, like a level-up pick)learn the second
Wax-Sealed Coffertake the 300, 400 or 500 gold on its lidbreak the seal: 2 times the gold and as much XP, but its trap kills 20% (at least 1) of your costliest stack
Drifters' Firehire the whole band (12 Spearmen, 10 Dire Wolves, 8 Archers or 6 Shieldmen) for 50% of their pricea third of them (at least 1) join for nothing
Lookout Craglift the fog 7 tiles round the craglift it 1 tile round every lair still guarded and Haskett’s lair
Knucklebone Tablestake 100 gold: a 4, 5 or 6 on one die pays 250 backstake 100 gold: a 6 pays 700 back

The dice table is a fair-looking bet that leans your way: the even bet returns 125 gold on average for the 100 staked and the long shot about 117, but the die is cast once, so a short purse on day one can still be emptied.

Dwellings

A dwelling sells one kind of creature, full on the day the match starts and refilled at the start of every week (every 7 days). Each map has 2, selling the creatures no town building sells.

The dwellings on the maps
DwellingVale Host hiresPeatholm hireA week
Wolf LodgeDire WolfEelcatcher10 / 10
Drake RoostDrakeShrineback1 / 1

The town

The town starts empty. Build at most one building a day; each one, once built, sells its creatures in the town at its weekly stock, full the day it goes up and refilled every week. The price of a creature is its gold cost (every fighter).

The town’s buildings
BuildingCostVale HostPeatholm
Muster Yard400 gold, 5 woodSpearman (14) and Shieldman (6)Peat Cutter (20) and Bulltoad (4)
Archery Butts600 gold, 3 wood, 3 oreArcher (9) and Crossbowman (4)Reed Slinger (14) and Stilt Lancer (5)
Tiltyard1200 gold, 5 wood, 8 oreKnight (2)Heron Rider (2)
Lantern Spire1500 gold, 5 ore, 2 crystalMage (2)Fen Lamplighter (3)

The number after each creature is how many the building sells a week. Nothing here is free: the cheapest building costs 400 gold, 5 wood, and the dearest, the Lantern Spire, wants 1500 gold, 5 ore, 2 crystal, and its crystal can only come from piles.

Moving and the days

The hero has 12 movement a day: 12 road tiles, 6 grass tiles, 4 forest tiles, 4 hills tiles and 3 swamp tiles. Water, mountain and rock cannot be crossed. The fog lifts within 3 tiles of the hero. Both maps give 15 days.

More on Conquest: Haskett · Lairs · The Causeway Meres · Reedford · Warpath

Play Flag a mine and build the town in a Conquest match.