Forts: S/100G Highest Die Roll: 6 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 6000G Land Composition: 0 4 4 4 4 0 0 Total Lands: 18 Special Lands: none Reward Cards: 11 (6/3/2) Simplest map. Go around and increase domain!
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2 : Dombwood
Forts: EW/100G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 7000G Land Composition: 0 6 6 6 6 0 0 Total Lands: 29 Special Lands: 2 Shrine Reward Cards: 13 (7/4/2) Map with crossroads. Match the element of the creatures and choose the path!
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3 : Malthessburg
Forts: NS/120G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 7000G Land Composition: 0 6 5 6 5 0 0 Total Lands: 27 Special Lands: 2 Fortune-Teller Reward Cards: 13 (7/4/2) A Figure 8-shaped map that crosses in the center. Concentrate on control of one circle!
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4 : Mt. Atla
Forts: E/200G Highest Die Roll: 9 Number of Areas: 2 Starting/Lap: 250G/250G Default Goal: 7000G Land Composition: 0 7 7 7 7 0 0 Total Lands: 36 Special Lands: 2 Shrine - 2 Fortune-Teller - 2 Bridge Reward Cards: 13 (7/4/2) Two area maps. Be careful which way you turn after you warp!
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5 : Temple of the Medium 1
Forts: NSEW/80G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 6 6 6 6 0 0 Total Lands: 32 Special Lands: 1 Temple - 1 Shrine - 1 Fortune-Teller Reward Cards: 13 (7/4/2) Circular map that contains a Temple. Be sure to use your symbols!
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6 : Rabbid
Forts: SEW/150G Highest Die Roll: 10 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 4 6 6 6 6 0 0 Total Lands: 39 Special Lands: 1 Temple - 1 Shrine - 1 Fortune-Teller - 4 Bridge Reward Cards: 14 (8/4/2) An X-shaped map. Turn back at the end of the X.
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7 : Durhan
Forts: NS/150G Highest Die Roll: 8 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 6 6 6 6 10 0 Total Lands: 51 Special Lands: 1 Shrine - 1 Fortune-Teller - 6 Warp Reward Cards: 14 (8/4/2) If you stop on the warp area, you will be sent to a distant island!
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8 : Temple of the Medium 2
Forts: EW/100G Highest Die Roll: 8 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 6 6 6 6 8 0 Total Lands: 40 Special Lands: 1 Temple - 1 Shrine - 3 Warp Reward Cards: 14 (8/4/2) Utilize the dead end en route and take on the Warp Area.
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9 : Cratos 1
Forts: S/100G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 12 6 6 6 6 0 0 Total Lands: 44 Special Lands: 2 Shrine - 2 Fortune-Teller Reward Cards: 14 (8/4/2) A map that contains two Castles. Consider your status as you move through.
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10 : Cratos 2
Forts: N/150G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 2 8 8 8 8 0 0 Total Lands: 40 Special Lands: 2 Temple - 1 Shrine - 1 Fortune-Teller Reward Cards: 14 (8/4/2) This map is full of divisions. Do not anticipate fees, just utilize symbols!
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11 : Cratos 3
Forts: NEW/150G Highest Die Roll: 10 Number of Areas: 3 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 7 7 7 7 4 4 Total Lands: 48 Special Lands: 2 Temple - 1 Shrine - 1 Fortune-Teller - 4 Bridge Reward Cards: 14 (8/4/2) A map that covers three areas. Choosing the best route is crucial!
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12 : Alchemistic Laboratory
Forts: S/120G Highest Die Roll: 6 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 7000G Land Composition: 24 0 0 0 0 0 0 Total Lands: 36 Special Lands: 2 Shrine - 2 Fortune-Teller - 4 Warp Reward Cards: 13 (7/4/2) This map has no elements but two Castles and both areas are completely isolated.
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13 : Kazatega
Forts: EW/150G Highest Die Roll: 9 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 10 10 10 10 0 6 Total Lands: 58 Special Lands: 1 Temple - 2 Shrine - 2 Fortune-Teller - 4 Bridge Reward Cards: 14 (8/4/2) A complex-shaped map. It's important to obtain the Castle area and leave the opponent with no way out!
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14 : Quanze
Forts: N/200G Highest Die Roll: 10 Number of Areas: 3 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 2 14 14 6 6 0 0 Total Lands: 54 Special Lands: 2 Shrine - 1 Fortune-Teller - 2 Warp - 4 Bridge Reward Cards: 14 (8/4/2) The Eastern corner is filled with Fire element and the Western corner is full of Water element.
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15 : Promsdale
Forts: NS/120G Highest Die Roll: 8 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 9000G Land Composition: 0 9 9 9 9 0 0 Total Lands: 48 Special Lands: 2 Temple - 1 Fortune-Teller - 2 Warp - 2 Bridge Reward Cards: 14 (8/4/2) A circular map. Utilize the Warp Area and bridge methodically to find a shortcut!
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16 : The Heavenly Altar
Forts: NEW/150G Highest Die Roll: 10 Number of Areas: 4 Starting/Lap: 200G/200G Default Goal: 10000G Land Composition: 6 7 7 7 7 6 4 Total Lands: 59 Special Lands: 1 Temple - 1 Shrine - 1 Fortune-Teller - 8 Bridge Reward Cards: 16 (9/5/2) Here's a long map that covers four areas. Use all your best techniques and fight!
Versus Mode Maps
V1 : Small Ring
Forts: N/150G Highest Die Roll: 6 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 6000G Land Composition: 0 4 4 4 4 0 0 Total Lands: 20 Special Lands: 1 Temple - 1 Fortune-Teller Reward Cards: 9 (5/3/1) A conveniently shaped map containing symbols.
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V2 : Mobius
Forts: EW/150G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 7 7 7 7 2 0 Total Lands: 35 Special Lands: 1 Temple - 1 Fortune-Teller Reward Cards: 12 (6/4/2) A moderately-sized map that contains crossroads and symbols.
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V3 : Twins
Forts: NEW/150G Highest Die Roll: 9 Number of Areas: 2 Starting/Lap: 250G/250G Default Goal: 8000G Land Composition: 0 7 7 7 7 0 0 Total Lands: 38 Special Lands: 1 Temple - 1 Shrine - 2 Fortune-Teller - 2 Bridge Reward Cards: 12 (6/4/2) This map is divided into two areas that contain symbols.
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V4 : Junction
Forts: S/250G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: 250G/250G Default Goal: 7000G Land Composition: 0 6 6 6 6 1 0 Total Lands: 29 Special Lands: 1 Shrine - 1 Fortune-Teller Reward Cards: 12 (6/4/2) It's easy to avoid the lands near the branches.
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V5 : Three Keys
Forts: EW/150G Highest Die Roll: 9 Number of Areas: 3 Starting/Lap: 200G/200G Default Goal: 9000G Land Composition: 0 8 8 8 8 0 0 Total Lands: 45 Special Lands: 1 Temple - 1 Fortune-Teller - 8 Bridge Reward Cards: 14 (8/4/2) A rather large map with three areas and a symbol.
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V6 : Shuriken
Forts: NSEW/120G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 7000G Land Composition: 0 2 2 2 2 0 12 Total Lands: 28 Special Lands: 3 Fortune-Teller Reward Cards: 12 (6/4/2) It might seem like a small map, but looks can be deceiving.
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V7 : Champion
Forts: SEW/150G Highest Die Roll: 8 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 6 6 6 6 6 6 Total Lands: 47 Special Lands: 1 Temple - 2 Fortune-Teller - 4 Bridge Reward Cards: 12 (6/4/2) Choose your path carefully in the top area.
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V8 : Morph Island
Forts: EW/120G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 0 0 0 0 0 26 Total Lands: 31 Special Lands: 2 Fortune-Teller Reward Cards: 11 (6/3/2) A map with only morphing lands. Two fortune tellers, two paths.
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V9 : Chaos
Forts: NSEW/300G Highest Die Roll: 8 Number of Areas: 3 Starting/Lap: 100G/100G Default Goal: 8000G Land Composition: 3 5 5 5 5 5 14 Total Lands: 62 Special Lands: 3 Shrine - 2 Fortune-Teller - 4 Warp - 6 Bridge Reward Cards: 12 (6/4/2) Use the morphing lands to your advantage. Don't get lost!
Downloadable Maps
D1 : Choice
Forts: EW/120G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 7000G Land Composition: 6 6 6 6 6 2 0 Total Lands: 40 Special Lands: 1 Card Shop - 1 Fortune-Teller Reward Cards: 12 (6/4/2) Two castles. Around the route or on the high-value land - do you go around to avoid conflict?
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D2 : Hourglass
Forts: E/200G Highest Die Roll: 6 Number of Areas: 2 Starting/Lap: 200G/200G Default Goal: 6000G Land Composition: 0 4 4 4 4 4 4 Total Lands: 31 Special Lands: 1 Fortune-Teller - 4 Bridge Reward Cards: 12 (6/4/2) 2 short areas. Chains will increase in either one!
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D3 : Dragon Road
Forts: EW/200G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: 200G/200G Default Goal: 8000G Land Composition: 0 7 7 7 7 0 15 Total Lands: 51 Special Lands: 1 Temple - 1 Card Shop - 1 Fortune-Teller - 2 Bridge Reward Cards: 12 (6/4/2) Left and right ends are connected by a bridge. The Dragon holds the temple and shops.
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D4 : Pipe Nightmare
Forts: EW/?G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 8 8 8 8 9 10 Total Lands: 60 Special Lands: 2 Shrine - 4 Warp Reward Cards: 12 (6/4/2) Complex route map. Luck is strong here, with shrines and warps.
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D5 : Lattice
Forts: EW/?G Highest Die Roll: 7 Number of Areas: 2 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 8 8 8 8 4 4 Total Lands: 53 Special Lands: 2 Temple - 8 Bridge Reward Cards: 12 (6/4/2) There is no temple in the short lap route. Tolls in the inner area, symbols in the outer area!
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D6 : Baroque
Forts: EW/?G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 4 4 4 4 6 10 Total Lands: 36 Special Lands: 1 Fortune-Teller Reward Cards: 12 (6/4/2) Do you make G in the shortcut? Do you make a detour?
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D7 : Jewels
Forts: NS/?G Highest Die Roll: 7 Number of Areas: 2 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 6 6 6 6 8 0 Total Lands: 40 Special Lands: 1 Temple - 4 Bridge Reward Cards: 14 (8/4/2) Let's aim to make expensive tolls around the temple and the castle!
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D8 : Chain
Forts: SEW/?G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 6 6 6 6 5 0 Total Lands: 40 Special Lands: 1 Fortune-Teller Reward Cards: 14 (8/4/2) The valuable land is farther from the castle!
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D9 : Fennec
Forts: NS/?G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 8 8 8 8 0 2 Total Lands: 40 Special Lands: 2 Fortune-Teller Reward Cards: 12 (6/4/2) The forts on the left and right are the same, so turn either way. Note that there is a difference in the land value!
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D10 : Bat
Forts: EW/?G Highest Die Roll: 7 Number of Areas: 3 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 5 5 5 5 0 10 Total Lands: 42 Special Lands: 1 Temple - 6 Bridge Reward Cards: 12 (6/4/2) Three-area map. Which area to dominate?
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D11 : Canary
Forts: NS/?G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 2 5 5 5 5 0 3 Total Lands: 31 Special Lands: 1 Fortune-Teller - 2 Warp Reward Cards: 12 (6/4/2) Map created by the All Japan Cepter's Cup 2012 winner, Roca. Using spells is the key move!
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D12 : Talisman
Forts: S/?G Highest Die Roll: 7 Number of Areas: 2 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 0 8 8 8 8 2 0 Total Lands: 48 Special Lands: 2 Shrine - 8 Warp Reward Cards: 12 (6/4/2) Penetrate the inner area so you can earn a bonus lap!
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D13 : Anchor
Forts: NS/?G Highest Die Roll: 8 Number of Areas: 2 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 4 5 5 5 5 4 0 Total Lands: 34 Special Lands: 1 Temple - 1 Card Shop Reward Cards: 12 (6/4/2) High-value lands on the left and right dead-end routes. Forts are the same on either.
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D14 : Candy Wrap
Forts: EW/?G Highest Die Roll: 10 Number of Areas: 2 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 4 4 4 4 4 2 8 Total Lands: 41 Special Lands: 2 Shrine - 2 Fortune-Teller - 2 Warp - 2 Bridge Reward Cards: 12 (6/4/2) Aim your tolls for where the warp squares land!
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D15 : Round-Trip
Forts: S/?G Highest Die Roll: 8 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 2 8 8 8 8 2 2 Total Lands: 43 Special Lands: 1 Card Shop - 1 Fortune-Teller Reward Cards: 12 (6/4/2) The forts on the left and right are the same, but you need to make a round trip.
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D16 : Double-Dealing
Forts: EW/?G Highest Die Roll: 7 Number of Areas: 1 Starting/Lap: ?G/?G Default Goal: ?G Land Composition: 8 5 5 5 5 0 0 Total Lands: 34 Special Lands: 1 Card Shop - 2 Warp Reward Cards: 12 (6/4/2) Aim for the shortcut in conjunction with the spell!