Treasures & laws
Terrain
| Terrain | What it means |
|---|---|
| Pasture | +5 gold for each piece placed here (+7 if the land has a lake). |
| Mountains | Double reach cost. Some hold ore. |
| Moor | Double reach cost. No castle and no farmers here. Some hold herbs. |
| Lake | Nobody builds here, every claim stops here. Gives its land the lake bonus. |
Treasures
Ore and herbs pay +20 gold – but only to a piece that stands on the treasure. A knight takes 20 × 2.

Herbs sit in the moor, where castle and farmers may not stand – a job for a knight or a bishop.
Laws of the realm
Every map has one law. It is shown at the top of the screen; open it for details. In custom games you may pick it yourself.
| Law | Effect |
|---|---|
| Mining partnership | Treasures pay only once two of your pieces stand in the same land. A single piece on a treasure waits; the second piece in that land collects. |
| One farm per land | At most one farmer per land. |
| Costly knights | Knights cost 20 gold instead of 10. |
| Costly bishops | Bishops cost 30 gold instead of 15. |
| In the king's pay | Knights cost only 5 gold. |
| No law | Base costs, no special rule. Chosen in custom games and on some campaign stations – never rolled at random. |