ARENIZ

ARENIZ / Maps

Battlefields

Maps

42 battlefields for 2 to 14 commanders: duels, team fights and huge free-for-alls, on land, at sea and in the air.

Aias

2 playersClassic map

Twin harbours across a long lake: two coastal passes, long bridges and a central island with a secret lab.

Hekate

3 playersClassic map

A forest triad round an island lake: three bases, three lanes and a fight for the island.

Kronos

4 playersClassic map

A crossroads under the summit: four bases meet at the high ground in the middle.

Hydra

6 playersClassic map

Six fjords: bases on long sea inlets, naval routes and narrow land bridges.

Argos

8 playersClassic map

The towns of Argos: eight bases between garrisonable towns and open plains.

Olympos

12 playersClassic map

Mount Olympos and its moat: twelve commanders around the great mountain.

Tartaros

14 playersClassic map

The inland sea of Tartaros: fourteen bases round a huge central sea.

Haimos

Haimos

2 playersWinterNaval

1 vs 1 on a frozen ridge. Climb over the central summit or force one of the two snowfield passes.

Themis

Themis

2 playersTemperate

1 vs 1 on open farmland with no sea. Few obstacles and many ore fields: expand fast and hold the ground.

Kyrene

Kyrene

2 playersDesert

1 vs 1 in the desert. A canyon splits the map; its offset gaps turn the short route into a zig-zag past the lab.

Alpheios

Alpheios

2 playersTemperateNaval

1 vs 1 across twin rivers. One narrow ford at the start; repair the bridges to open the flanks.

Delos

Delos

2 playersTemperateNaval

1 vs 1 on three islands. Narrow causeways join them, long bridges cross the straits and fleets sail through.

Pindos

Pindos

3 playersTemperate

3 players among mountain ridges. Reach each neighbour over the summit, through a narrow pass or across a saddle.

Dodona

Dodona

3 playersTemperateNaval

3 players in an old oak forest. Armies move along cut corridors and fight for the glades.

Tiryns

Tiryns

3 playersTemperateNaval

3 players around a ruined city. Garrison the ruins to control the short routes to the central plaza.

Rhipaia

Rhipaia

3 playersWinterNaval

3 players round an impassable glacier. Hold the frozen gold mesas between the bases.

Ammon

Ammon

3 playersDesert

3 players in the open desert. Fight for the oases under their watchtower mesas.

Thessalia

Thessalia

4 playersTemperate

4 players on open plains with no sea. Storm and hold the hill forts with gold on top.

Sporades

Sporades

4 playersTemperateNaval

4 players on an island ring. Causeways lead to the central isle; bridges and fleets open the flanks.

Acheloos

Acheloos

4 playersTemperateNaval

4 players round a river moat. Repair a bridge to reach the rich centre or force the fords between the bases.

Taygetos

Taygetos

4 playersTemperate

4 players among rock massifs with no sea. Cross the open basin or slip through the narrow passes.

Knossos

Knossos

4 playersTemperateNaval

4 players at a ruined palace. Wind through the broken wall rings to reach the central court.

Arkadia

Arkadia

6 playersTemperateNaval

6 players in a deep forest. Corridors and glades, short sight and many flanks.

Erythra

Erythra

6 playersDesert

6 players in a red-rock desert with no sea. Take the mesas: every expansion is a high-ground stronghold.

Thule

Thule

6 playersWinterNaval

6 players on snowbound peninsulas. Fjords reach the centre; the frozen plateau is the high ground.

Maiandros

Maiandros

6 playersTemperateNaval

6 players along meandering rivers. Each base fords into the inner basin; bridges lead to the neighbours.

Parnassos

Parnassos

6 playersTemperate

6 players in a highland with no sea. Rock spurs split the valleys; hold the lookout mesas.

Boreas

Boreas

8 playersWinter

4 vs 4 on frozen ground. A mountain range splits the island; fight for its three passes and the summit gate.

Helios

Helios

8 playersDesert

8 players in open desert. Few chokepoints: hold the mesas and the oases, then storm the sun mesa.

Kyklades

Kyklades

8 playersNaval

2 vs 2 vs 2 vs 2 on four islands. Shallow fords join the islands; fleets rule the straits.

Acheron

Acheron

8 playersNaval

4 vs 4 across a great river. Three fords at the start, six broken bridges to repair, ships on the river.

Troia

Troia

8 players

8 players in a ruined city. Garrison the blocks, control the streets and take the acropolis.

Artemis

Artemis

12 players

3 vs 3 vs 3 vs 3 in a deep forest. Armies move only along the cut corridors.

Sphinx

Sphinx

12 playersDesert

4 vs 4 vs 4 in desert valleys. Mountain passes lead to the central basin and its plateau.

Poseidon

Poseidon

12 playersNaval

Six teams of two on islands round an inner sea. Fords at the bases, bridges to the centre.

Khione

Khione

12 playersWinter

12 players on an open snowfield. Frozen lakes, low hills and almost no chokepoints.

Styx

Styx

12 playersNaval

6 vs 6 across a river and its central marsh. Fords, broken bridges and a navigable river.

Atlas

Atlas

14 players

7 vs 7 across two mountain ranges. Every pass opens into the Great Valley in the middle.

Pleiades

Pleiades

14 playersNaval

Seven teams of two on an archipelago. Every island reaches the central hub over a ford.

Mykenai

Mykenai

14 players

14 players in two rings of ruins round a central plaza. Streets are the lanes.

Phaethon

Phaethon

14 playersDesert

7 vs 7 in the desert. A rich oil plain lies between the two teams, behind a line of mesas.

Hyperborea

Hyperborea

14 playersWinter

Seven teams of two in a snowbound forest. Clearings, frozen lakes and narrow corridors.