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The wilds

Monsters of neither side in lairs: the Wilds switch, waking and sleeping, the bounty, and the monsters themselves.

A match may be played with the Wilds: monsters of neither side sleep in lairs, and fight whoever comes near, blue or red. They are a toll on the way and a prize, never a third player: they take no province and strike no building.

The Wilds switch

  • A private match plays them when its creator picks Wilds (the lobby tags the room).
  • Bot-Normal and Bot-Hard play them; Bot-Easy and Quick Match do not, unless the map says otherwise (below).
  • A player's map decides for itself (see lairs on a map): lairs its author laid always play, even in Quick Match and against Bot-Easy; No lairs never plays them, even against Bot-Normal and Bot-Hard; lairs left untouched follow the room, as on a seed's map.
  • A match with the Wilds is never rated (rating).

Lairs

On a generated map each half has the same three lairs, at least 16 cells from either castle: a troll by a dead tree in the deepest forest; a band of 3 Torch Goblins in a cave at a forest's edge by a crossing, bones before its mouth (a tree that stood there is felled from the start); and a pod of 6 Harpoon Sharks packed tight under the water by another crossing, with a rubber duck floating over them as a decoy. Asleep they are only the tree, the cave, the duck and the water: nobody sees them, and nobody can hit them. When the pod rises the duck sinks; it floats again when the sharks dive.

A player's map plays the lairs its author laid instead: up to 8, of any kind, anywhere the map editor allows.

Waking, sleeping, the bounty

  • A unit of either side that comes within its wake radius wakes a lair: 120 for a troll, 110 for a goblin band, 150 for a shark pod. On a player's map a lair may instead wake at the minute its author set, sleeping through anyone near until then. The troll's first waking fells the forest 3 cells round its tree for good: a clearing where nobody hides and no forest bonus helps, on both players' maps. The goblins come out of their cave together with their torches lit; the shark rises out of the water.
  • Awake, a monster fights the nearest foe within 360 of its lair (the shark: whoever wades within its throw, for it never leaves its water). With none left it goes home and, after 6 s, sleeps again, keeping its wounds: the goblins back into their cave, the shark under the water.
  • Slain, a monster pays its bounty to the side that dealt the killing blow (each goblin of a band its own); its lair stays empty.

Tip: Send a group, not a scout: a lone unit that wakes a lair only brings its monsters on its friends.

The wilds
Trolla dead tree in the deep forest900142.26832300
Torch Goblin (a band of 3)a cave at a forest's edge565.11.123811940
Harpoon Shark (a band of 6)the water by a crossing, under a rubber duck775.21.26140—30