The Board: Terrain, Regions and Settlements

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The Promised Land board is a hex map. Every hex has a terrain, which sets the cost of crossing it and which events can strike it. On top of that map sit the settlements — the villages and cities that generate income and that, grouped into regions, are worth the game’s victory points.

Terrain Types

There are four types, identified by the colour of the hex:

terrain-map.svg

No. Terrain Colour on the map Movement cost
1 Plain Dark brown 1 point
2 Mountains Grey 2 points
3 Desert Sand 2 points
4 Water Blue (with a red ✕) Impassable

1. Plain

The most common terrain on the map and the cheapest to cross: 1 movement point per hex. Most villages sit on the plains, and it is the terrain that allows the longest marches in a single round.

The plain is also the only terrain with a direct effect in combat: a general carrying the Chariot gains +3 strength when fighting on the plains — but only in the open field, never inside a settlement.

During the Announcements phase, an event card lands on the plains when the six-sided die rolls a 1 or 2.

2. Mountains

Rough ground: entering a mountain hex costs 2 movement points, twice a plain. A mountain range acts as a natural barrier — crossing one eats up a slow general’s entire round, which makes mountains a good line of defence between regions.

Beyond the cost, mountains impose no restrictions: generals may stop, fight, and defend on them normally.

During the Announcements phase, an event card lands on the mountains when the die rolls a 3 or 4.

3. Desert

Entering a desert hex also costs 2 movement points. The desert covers the eastern belt and the southern edge of the map.

What makes the desert dangerous is the Sandstorm: of the four event cards, it is the only one tied to a fixed terrain — it always lands in the desert and is never rolled onto another. While a sandstorm is active:

The single-use Secret Passage card ignores this seal for one move, letting a general enter or leave the desert during the storm. The sandstorm expires after one round.

During the Announcements phase, the other event cards land in the desert when the die rolls a 5 or 6.

4. Water

Water is impassable. No general may enter or cross a water hex under any circumstances — there are no boats, and no card lifts the restriction. That is why every water hex is permanently marked with a red ✕, showing it is out of play.

Water holds no settlements, generates no income, and never receives event cards. Its role is geographic: the great sea to the west defines the coast, and the inland waters narrow the passages through the centre of the map, creating chokepoints worth defending.

Movement Rules

Every general has a movements value printed on their card (2, 3, or 4, depending on the general). That value is the total number of points they may spend in the Movement phase, and each hex’s cost is charged on entering it. The game always works out the cheapest route to the chosen destination.

Some examples with a 3-point general:

Beyond terrain cost, other rules limit where a general may go:

Terrain and Events

During the Announcements phase, each card in the Events Area is rolled onto a terrain with a six-sided die — 1-2 plain, 3-4 mountains, 5-6 desert. Water never receives events. When a prophet is in play, their owner chooses each card’s terrain instead of rolling (the Sandstorm stays tied to the desert).

The terrain struck determines who suffers the effect:


Regions

A region is not a contiguous area of the map: it is a named group of settlements. An empty hex’s terrain never belongs to any region — only villages and cities carry that mark. On the board, a region shows as a coloured dashed ring around each of its settlements.

Of the map’s 40 settlements, 31 belong to one of the six regions and 9 belong to none.

region-map.svg

On the map above, each region uses the colour the game itself uses in its legend. The number identifies the settlement in the tables below, and the colour of the badge shows its starting situation:

Why regions matter

A region is the path to a **Judge title**, worth 1 victory point (and 3 are needed to win). To buy a region’s title during the Acquisitions phase, for 10 coins, all of these must hold at once:

The 9 region-less settlements never grant any title: they are worth their income and strategic position, and count toward no judge’s eligibility.

There is also an end-game condition tied to regions: once fewer than 3 regions can still support a judge (each needs 4 standing settlements), the game ends and everyone loses — razing too many settlements ruins the board for all players.

Settlements by region

Some settlements only exist from a certain player count upward. The count includes every player, computer-controlled ones included, and does not count the neutral Canaanite tribe.

Canaanite-held settlements start the game with 1 wall and a garrison set by the difficulty chosen when the game is created (Weak 1 troop, Medium 2, Strong 4).

🟤 Syrophoenicia — 4 settlements, all Canaanite

No. Settlement Terrain Start
1 Damascus Plain Canaanite
2 Sidon Plain Canaanite
3 Tire Plain Canaanite
4 Hatzor Plain Canaanite

With exactly 4 settlements the region sits at the bare minimum for a judge — and every one of them has to be taken from the Canaanites.

🟢 Gilead — 5 settlements, 1 Canaanite

No. Settlement Terrain Start
5 Astaroth Plain Canaanite
6 Edrei Plain Free
7 Ramote-Gileade Plain Free
8 Mahanaim Mountains Free
9 Jazer Mountains Free

🔴 Israel — 7 settlements, 1 Canaanite

No. Settlement Terrain Start
10 Megiddo Plain Canaanite
11 Jezreel Plain Free
12 Tirza Mountains Free
13 Shechem Mountains Free
14 Shiloh Mountains Free
15 Bethel Mountains Free
16 Gilgal Plain Free

The largest region on the map: seven settlements to control, but only one in Canaanite hands.

🔵 Judah — 6 settlements, 3 Canaanite

No. Settlement Terrain Start
17 Jerusalem Mountains Canaanite
18 Jericho Plain Canaanite
19 Lachish Plain Free
20 Hebrom Mountains Canaanite
21 Debir Mountains Free
22 Berseba Plain Free

🟠 Philistia — 5 settlements, 4 Canaanite

No. Settlement Terrain Start
23 Ashdod Plain Canaanite
24 Ashquelom Plain Canaanite
25 Gate Plain Canaanite
26 Gaza Plain Canaanite
27 Gerar Plain Free

🟣 Edom — 4 settlements, all Canaanite (6-player games only)

No. Settlement Terrain Start
28 Zoar Plain Canaanite
29 Tamar Plain Canaanite
30 Zalmuna Plain Canaanite
31 Bosra Plain Canaanite

Edom is the only region gated entirely on player count: its four settlements appear on the board only in 6-player games. With fewer players, the region simply does not exist.

⚪ No region — 9 settlements, 1 Canaanite

No. Settlement Terrain Start Appears with
32 Dan Plain Free always
33 Hamath Plain Free 5+ players
34 Joppa Plain Free 5+ players
35 Rabba Mountains Canaanite 4+ players
36 Gezer Plain Free 5+ players
37 Heshbon Mountains Free 4+ players
38 Jaaza Mountains Free 4+ players
39 Quirnaserete Mountains Free 4+ players
40 Kadesh Plain Free 6+ players

These settlements pay income and hold valuable positions, but they never count toward a Judge title.


Settlement Types

There are two kinds of settlement — village and city — and the map tells them apart by their icon:

settlement-types.svg

  1. Unwalled village — house icon.
  2. Walled village — tower icon. It is the same village: buying the wall changes the drawing.
  3. City — castle icon. The golden gears above it count the developments built there.

The number in the middle of the icon is the garrison: how many troops are stationed there.

One detail matters at setup: all 40 settlements on the board start as villages. There is no city at the beginning of the game — every city is the result of some player claiming a Judge title.

Differences in behaviour

Village City
Base income per round 1 coin 2 coins
Defence bonus +4, and only if it has a wall +6, always (no wall needed)
Decay under siege 4 → 2 → 0 (from the 3rd siege round) 6 → 4 → 2 → 0 (from the 4th)
Loot value when destroyed 20 coins 30 coins
Judge title cannot hold one it is the region’s capital and holds the title (1 VP)
Tabernacle cannot receive it can receive it (only one per game)
How it comes about on the board from the start created by buying the Judge title on a walled village you own

Beyond the numbers, a city behaves differently in three situations:

Two income rules are worth remembering, and they apply to both types: a settlement under siege produces no income at all, and a settlement in a taxed region pays its owner nothing that round — the player who played the Tax card collects twice its value instead.


Settlement Improvements

Every improvement is bought during the Acquisitions phase (phase 4), and none of them can be bought in a settlement under siege.

Improvement Cost Effect Limit
Troop 2 coins Strengthens the garrison defending the settlement 6 per settlement
Wall 10 coins +4 defence; makes the village eligible to become a judge city 1 per settlement
Development 6 coins +2 income per round; +6 coins on loot 2 per settlement and 7 on the whole board
Tabernacle 30 coins 1 victory point; unlocks Sacrifice for the Guilt 1 in the entire game

Walls

A wall is an improvement of presence, not of quantity: you can only build one per settlement, and one is all it ever offers. It grants +4 defence to the defending side, but that bonus melts under siege — worth +4 in the first round, +2 in the second, and zero from the third onward. That is why laying siege before storming pays off.

The wall bonus is also cancelled when the attacker plays Siege Weapons or enters the settlement with the Secret Passage. (The Ark’s bonus, by contrast, is cancelled by neither.)

Beyond defence, the wall plays a decisive role in the race for points: only a walled village can be chosen as the judge city. Without a wall, there is no way to turn control of a region into a victory point.

Canaanite settlements start the game already holding 1 wall.

Developments

Each development adds +2 coins of income per round to the settlement and appears as a golden gear above the icon. A settlement holds up to 2 developments.

The limit that bites hardest, though, is global: at most 7 developments may exist on the board at the same time, counting every player’s. Once the seventh is built, nobody can buy another until one is destroyed — which makes developments a contested resource rather than merely a question of having coins.

Developments also fatten the prize for whoever destroys the settlement: each one adds +6 coins to the loot.

Note that walls and developments survive conquest and pass to the new owner — taking a settlement means inheriting its improvements. The garrison, on the other hand, is wiped to zero.

The Tabernacle

The Tabernacle is the most restricted improvement in the game. To build it, for 30 coins, you need:

It brings two advantages:

Since only one Tabernacle can exist per game, it is also a denial: while yours stands, no opponent can raise theirs. Razing the city that holds it frees the slot for another player; conquering that city transfers the Tabernacle to its new owner.