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Special Tiles

Some tiles on the map have special functions beyond simply housing tributes and items. Making good use of them can be key to victory, especially some like the laboratory.

Special tiles will always be half of 𝑁 - 13, rounded down, and cannot be in the mandatory starting tiles for items and tributes.

They are filled at the Capitol's discretion in random locations and can be the following:

Lake

Resting in it restores 3 extra energy points.

Very useful for quick recovery, but also a lure to wait for weakened tributes and finish them off.

Harem

Inside, there are always people ready to have sex.

The ideal place to replenish your energy if you don't have teammates or they don't want to waste turns helping you. Like the lake, it often serves as bait for traps.

Laboratory

Grants 1 extra material for any synthesis.

This is the ideal place to obtain the coveted armor. Boomerangs and grenades can be synthesized there for free, and everything generally requires one less material. If you go, expect there to be other enemies to deal with. If you don't go, on the other hand, you risk your enemies using it undisturbed, and by the time they leave, it will be too late to confront them.

Dining Hall

Inside, boosting actions costs 2 less energy points.

The ideal place to have fights or conduct large-scale item transactions between several tributes.

Bunker

It is protected against explosions, gunfire, and lightning.

The best place to take refuge if bombs are about to explode and you don't know where they are. However, the other tributes might think the same and wait for you there. It's usually best to go alone if necessary.

Hall of Fame

Being inside at the end of a turn grants 3 sponsorship points.

Like the laboratory, it's a space where going there risks getting into trouble, but not going there risks giving your enemies too much of an advantage. It's wise to keep an eye on it to avoid being taken advantage of.

Coliseum

Killing someone inside grants 6 extra sponsorship points and restores 8 energy points.

Unless you're on a killing spree, it's a space to avoid. Crickets usually chirp there unless it contains valuable items.

Forest

You can't see or hear other tributes inside.

The forest is a good place to spend turns in peace, but you're always vulnerable to being attacked by someone you don't even know is there.

Mountain

From here, you can see all the spaces on the island except the special ones. The catch is that everyone can see you while you're on it. Invisibility works despite its effect.

Climbing the mountain is a good idea, especially if you can become invisible, since you'll be able to see everyone without being seen yourself. This is particularly true if you're pushed and arrive already at your maximum potential. In any other case, however tempting it may be, it takes a lot of courage to climb it.

Desert

Getting out of it requires boosting your movement ability with 3 energy points or being pushed.

If you have to cross it, it's advisable to ask to be pushed from one side to the other. If you want to be left alone for a few turns, going into it is a good strategy.