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TECHNICAL MANUAL // 04

Bonus Zones

Bonus zones: types, payout shapes, territory assignment, labels

This chapter covers the BONUSES tab: zone types, rewards, payout shapes, assigning territories, and labels. The objectives built on top of zones live in Objectives.

What bonuses do

A bonus zone is a group of territories that pays a per-turn return to whoever holds enough of it. Bonuses are the main thing that makes a map strategically interesting — something to fight over beyond raw territory count.

A map without bonuses is technically valid, but the validator warns about it: no bonuses means fewer choices and duller games.

Keep the verbs straight across the next two chapters: bonuses earn, Bonus Groups also earn, and Constellations win. The economy feeds the win conditions; it never is one.

Bonus types

Before creating bonuses, define bonus types — the categories your bonuses sort into. Common examples: “region” for geographic areas, “strategic” for key positions. Type a name at the bottom of the Bonuses panel and press Enter.

Types are labels, not mechanics. They organise your list, and they’re the matching words for the Count by type requirement in Bonus Groups. Names store in lowercase.

Creating a bonus

Tap the + next to a type. The new bonus gets a name you can change and a colour from a 12-colour palette. Its fields:

Troops is the classic reward: extra units in the holder’s deploy. Cards pays progress toward the holder’s next card instead. A card bonus adds two fields:

You can mix freely — some zones paying troops, others cards. The player-side view of all this is Field Manual → Cards.

Payout shape

The payout shape decides when a zone pays. Pick one of three per zone:

ShapePaysUse for
All nodesfull reward, only when one player holds every territorytight, defensible zones where control should be all-or-nothing
Thresholdfull reward to anyone holding at least N territorieswide zones where consolidating most of it should count
Scaleda share per territory, from the first onesprawling zones where you want a reason to push from 40% to 60%

Three things worth knowing:

A Scaled zone carries one extra field: Counts-as-held ratio (objectives only). Its helper text is the whole rule: held for objectives when the owned fraction reaches this value (default 0.5), and it never gates payout. The ratio matters only to requirements in Bonus Groups, and only on Scaled zones — the other two shapes ignore it, and a stale value left behind after switching shapes is dropped on save.

If an old save somehow carries both a threshold and a scaled share, the panel shows a red “Conflicting payout shape” warning. Re-pick a shape and save; the conflict heals.

In the editor and the map viewer, each bonus row’s own badge carries the shape too: 6 NODES · ALL, 4 NODES · MIN 3, 4 NODES · PRO-RATA (pro-rata is the Scaled shape — a share per territory).

The bonuses panel with the payout shape controls
The Bonuses panel: name, type, member territories, reward, and the three-way payout shape.
A Threshold bonus row with its (min N) badge
A Threshold zone on the list. The badge carries the bar: full reward at min N territories.
A Scaled bonus row with its per-territory payout line
A Scaled zone. Bare count, payout written underneath, and the counts-as-held ratio that matters only to objectives.

Assigning territories

Select a bonus and the canvas switches to assignment mode, with a header bar naming the zone you’re editing. Member nodes wear rings in the zone’s colour; unassigned nodes show black.

Double-tap a node to add it; double-tap again to remove it. A territory can belong to several zones at once — it wears one ring per membership.

The canvas in bonus assignment mode
Assignment mode. Northern Reach (blue) is selected; its members wear the white selection ring. Two other zones stay visible.

Deleting bonuses

Every row has a one-tap ×. Deleting cleans up after itself:

Nothing is left pointing at a deleted bonus after a delete, save, and reload.

Negative bonuses

Both the troop reward and the card tick rate accept negative numbers. A negative zone charges its holder instead of paying — fewer troops at deploy, or a drag on card progress. Negative values show in bold red in the panel and on the canvas, so they’re impossible to miss.

The bonus list with a negative zone
The Blight charges its holder two troops a turn — negative rewards show in red in the bonus list.

Negative zones are a design tool, not a trick:

Zone labels

Each bonus gets a draggable label that shows on the canvas at low opacity, naming the zone for players. Drag it over its region.

Labels support a curated set of 12 fonts, a size, a rotation angle, and a colour tint from a preset palette.

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