Overview
Marsh is an average-scale land map built around a flooded centre. Each player begins on a defensible pocket of grassy plain, separated from the middle by shallow channels that wind through the map without cutting it into isolated halves.
Between the channels sits a central island and a network of broad land connections. That neutral ground carries the richest hunt, much of the neutral gold, and the routes toward relics. Player areas are comfortable but finite; the middle is generous and exposed.
Water is dockable but contains no fish. It shapes movement and vision rather than creating a naval economy, so Marsh plays as a food-rich land map with a contested spine.
Food
Marsh carries abundant hunt, deliberately divided between the protected opening, player-side shoreline pockets, and the neutral land network. The practical question is not the total alone, but how much can be gathered without surrendering map control.
Starting and close hunt
Each player begins with 7 deer inside tower vision. A second heavy-hunt group contains 2–3 hippopotamuses or 2–3 water buffalo. Two-thirds of the time it appears about 30–50 metres from the player inside tower vision; otherwise it appears about 50–70 metres away outside tower vision. Both players share the same roll.
Player-side and neutral hunt
Two major hunt groups remain on each player’s physical side, outside tower and settlement safety. Each player also receives 5–8 crowned cranes near water. Standard 1v1 then requests roughly eight neutral hunt groups across central and connecting land, using boars, water buffalo, and occasional cranes.
| Group | Contents | Exposure |
|---|---|---|
| Starting | 7 deer | Safe |
| Close hunt | 2–3 hippopotamuses or water buffalo | Near-safe or exposed |
| Shoreline | 5–8 crowned cranes | Player side |
| Neutral | Boars, water buffalo, sometimes cranes | Contested |
Marsh is food-rich, but much of its long-term hunt belongs to the player who can safely control the central land network.
Herdables and predators
Each player starts with 3–4 pigs, receives 2–3 more about 50–70 metres away, and may find one or two neutral groups of 1–2 pigs beyond the player areas. Pigs begin at 50 food but can fatten to 300, so the editor’s initial total understates their strategic value. Small shoreline crocodile groups are excluded from the practical food rating because their combat risk makes them opportunistic rather than dependable.
Wood
Forests appear across both player sides and through the neutral network rather than forming one dominant central timber mass. The clean overhead generation shows many small-to-medium clusters, so access depends on local shoreline and crossing geometry.
This is a Scenario Editor layout observation, not an exact tree-count guarantee. Marsh’s wood identity is best read as distributed supply: usually accessible, but with forward lines that can become exposed as the game moves toward the swamp.
Gold Mines
Standard 1v1 separates gold into a fixed 3,000-coin starting mine, mirrored player-side reserves, and a smaller contested reserve outside both player areas.
Player-side reserves
Each player receives two guaranteed large mines and two independent chances for another. That produces 2–4 large player-side mines per player, with an expected average of three. They avoid tower vision, settlements, water, and the literal central island.
Contested reserves
Each player also receives the equivalent of 1–2 large neutral mines. With medium mines holding 3,000 coin and large mines 6,000, the script rolls imply 42,000–78,000 total coin in standard 1v1, with an expected value near 60,000 before rare placement failures.
The theoretical total is high; the immediately safe share is much smaller.
Settlements
Each player receives one defensive settlement about 60–80 metres from the start and one aggressive settlement about 60–100 metres away. The aggressive site cannot appear on a player island, so it occupies central or connecting territory and rewards forward control.
Relics
Standard 1v1 requests six relics total. They appear at least 50 metres from their associated player, outside tower vision and settlement ranges, away from water, and away from the literal central island. They therefore favour forward connections and outer neutral land instead of one tight central cluster.
Values describe standard-size 1v1 generation. Script-derived ranges and Scenario Editor observations are labelled separately; the overhead image illustrates one generated layout, not guaranteed object positions.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Scenario Editor observationObserved totals and layout
- Derived calculationTransparent calculations from sourced values
- Strategic analysisPlayer-facing interpretation