Setup & Map
How the island is built at Turn 0 and what appears on the map.
Setup & Map
Map layout
The island is a hex grid with exactly N tiles, where N is the number of players.
The 7 central tiles form a larger hexagon. This is the central cache, and it's where the starting items are:
- Center tile: 1 pair of Bullets and 1 pair of Medicine.
- 6 surrounding tiles: Each contains a pair of one item, randomly chosen from Boomerang, Arrow, Grenade, Sword, Flail, and Shield (one type per tile).
Starting positions
All N players spawn on the ring of tiles surrounding the central cache. Each player's exact starting tile is random and shown on the Turn 0 map.
The remaining N − 13 tiles are placed at the Host's discretion.
Tile naming
Each tile on the map has a code based on its type and order of appearance (reading the grid left to right, top to bottom). The letter comes from the tile type, and the number is which instance it is:
| Tile | Code |
|---|---|
| Grassland | G |
| Lake | L |
| Harem | H |
| Workshop | W |
| Dining Hall | DH |
| Bunker | B |
| Hall of Fame | HF |
| Coliseum | C |
| Forest | F |
| Mountain | M |
| Desert | D |
So the first Forest on the map is F1, the second is F2, and so on. The first Dining Hall is DH1. This makes it easy to refer to specific tiles in conversation and in your private briefing.
What's announced at Turn 0
Along with the map, the Host announces:
- The names of all competing teams.
- How many players are on each team.
- Player identities per team are not revealed.
After Turn 0, player positions are hidden from the public map unless something specific reveals them (standing on the Mountain, a Snitch Cell, etc.). You'll need to track, listen, and talk to figure out where people are.