GLYPHS: 2 Dagmar (+8 initiative), 2 Valda (+2 movement).
NOTES:
Designed for 1x1 tournament play, with standard 24 starting hexes per player.
Shadowy lowlands, lava heights, and careful line-of-sight blockers make for a melee-friendly map, while the interaction between glyphs and terrain keeps things tactically fluid. There are numerous opportunities for gaining temporary height advantage, but most cannot be permanently occupied. Do you seize and reinforce the peripheral glyphs first, knowing their movement bonus will make navigating the hot terrain easier? Or do you move in force for the central valley floor, trusting in its shadowy defenses and initiative bonuses to give you the tactical edge?