Territory & Dominion Rules
Use standard Dominion Campaign territory rules as the backbone, with the following modifications:
Territory Tiers
Each territory belongs to a Tier based on its Zone:
| Tier | Zone | Income Modifier | Pitch Black |
|---|---|---|---|
| 1 | The Sprawl | Base income | No |
| 2 | The Drowned District | Base income +50% | No |
| 3 | The Sump | Base income x2 | Yes |
Territory Limits
To prevent runaway leaders hoarding the entire map, gangs have a soft territory cap:
- Sprawl territories: No cap
- Drowned District territories: Maximum 3 per gang
- Sump territories: Maximum 1 per gang (at any time)
Holding more than the cap means the excess territories generate no income and may be challenged by anyone freely (no formal challenge required - any gang can attempt to take uncapped-excess territories).
Scaling the Map
The territory pool should grow with the number of active gangs. As a baseline, seed the map with 3 Sprawl territories per starting gang, 1 Drowned District territory per starting gang, and 1 Sump territory per 3 gangs (minimum 1). When a new gang joins mid-campaign, the Arbitrator adds D3 new Sprawl territories and (if there are now enough gangs to warrant it) 1 new Drowned District territory to unclaimed areas of the map.
Challenging for Territory
Formal challenges for held territories only apply from Cycle 6 onward (the Takeover phase). During the Occupation phase (Cycles 1–5), gangs claim unclaimed territory instead - see Campaign Phases below.
- Each gang may issue one formal challenge per Cycle
- Challenges must be directed at a gang that controls a territory the challenger does not already border on the map - unless the challenger is the lowest-rated gang, in which case they may challenge any bordering territory
- The lowest-rated gang always has the right to challenge regardless of adjacency (the underdog rule)