Overview
Ghost Lake Recalibrated keeps the compact 254 m frozen battlefield, but gives the lake edge more structure. The central ice remains crossable and unbuildable, with no fish or Wood. Player areas, starting forests, and semi-symmetrical shoreline blobs shape the lake before settlements, cliffs, resources, and later forests fill the land around it.
The tournament map uses one random same-side or opposite-side choice to coordinate both settlement pairs, later Gold, close hunt, and far caribou. That shared direction gives each game a clearer expansion read while keeping the lake outline, resource rolls, and local routes variable.
Use the ice for movement, not ownership: the durable control points remain the shore forests, outside Gold, expansion settlements, and food around the lake.
Ice, Shores & Cliffs
The lake starts as an 18–18.5% central shape near the map center. Two 200–250-tile shoreline blobs are mirrored around it, then the finished ice expands around them while staying away from player areas and starting forests. That produces a semi-symmetrical lake edge rather than a fixed lake silhouette.
Forests stay at least 12 m outside the ice; Gold, opening hunt, and close hunt stay 8 m out; berries and later Wood use 12 m; and settlements stay 16 m out. These are shoreline clearances, not visual distance estimates from the overhead. The current cliffs are somewhat smaller than in the previous tournament version and still avoid player areas, shore forests, expansion areas, tower safety, and the lake edge.
Food
Initial finite Food ranges from 12,400 to 22,500, with about 16,812 expected. This includes goats at their generated 50 Food each and predator carcasses. The same 20–36 goats can hold 6,000–10,800 Food when fully fattened, which is separate from the initial total.
| Package | Map total | Geography |
|---|---|---|
| Opening | 8 boar or 6–8 aurochs; 8–12 berries; 8–12 chickens; 4–10 goats | Opening economy near each player |
| Close hunt | 2 boar plus 2–4 aurochs, or 4–6 deer plus 2–4 aurochs | 60–80 m from each player; outside tower and settlement safety |
| Far caribou | 14–24 caribou | One or two groups per player, 70–100 m away, on the shared side |
| Later berries and goats | 10–18 berries; 16–26 more goats | Berries and bonus goats start at 70 m; 4–6 goats are on the ice |
| Predators | 2–12 arctic wolves or polar bears | 80 m or farther; opportunistic food around the ice |
The close-hunt species roll is shared across both players: two-thirds boar plus aurochs and one-third deer plus aurochs. Far caribou uses a shared 60% one-group or 40% two-group roll. Those pairings and the common side make the hunt distribution easier to compare between players without eliminating variation.
Wood
Each player receives three 80–100-tile starting forest areas before the lake is formed. One opening forest pair is mirrored toward the aggressive side, while the other two forests per player retain local variation. Five more 80–100-tile forests are then added to each player's side, for sixteen forest areas overall. Starting stragglers and scattered pines add local Wood, but forest area does not establish a fixed tree total.
One reviewed 1.4 Gameathlon generation contained 145,007 Wood. It is an observation, not a guaranteed total.
Gold Mines
Gold ranges from 30,000 to 60,000, with 45,000 expected. One shared one-to-two roll gives both players the same number of 3,000-Gold opening mines near their tower arrangements. A shared two-to-four roll gives each player the same number of 6,000-Gold outer mines from 70 m onward.
The outer mines avoid the lake by 8 m, tower safety, settlement space, corners, and other Gold, and follow the same tournament side choice as the expansion settlements and major hunt. In the current rules they begin from a slightly tighter 68 m reference, but the two-mine branch uses wider 70 m mutual spacing while the three- and four-mine branches use 60 m. The reviewed 1.4 generation recorded 60,000 Gold, a high branch rather than a universal total.
Settlements & Map Control
Each player has two expansion settlements: a backward site at 60–80 m and an aggressive site at 80–120 m. Both pairs avoid tower safety, corners, shore forests, and the ice by 16 m. The tournament uses the same random same-side or opposite-side choice for both pairs, so the expansion path is coordinated rather than independently assigned.
Relics
Four relics appear, two per player. They begin at least 80 m from every start, avoid towers, settlements, map edges, impassable terrain, water, and cliff ramps, and keep 80 m between them. Relics can approach the ice differently from the economy packages, so they remain a separate scouting question.
How this differs from the Standard Maps version
Ghost Lake Recalibrated keeps the Standard map's 254 × 254 m footprint, 12.4k–22.5k Food envelope, 30k–60k Gold range, sixteen forest areas, four relics, and no fishing. The tournament change is structural rather than a larger economy: it forms player areas and starting forests before building a variable central lake around mirrored shoreline blobs.
The tournament also coordinates both settlement pairs, later Gold, close hunt, and far caribou through one same-side or opposite-side choice. Its current smaller cliffs, paired opening-forest treatment, revised outer-Gold spacing, and slightly easier neutral-forest access change how that structure reads without changing the Food or Gold count rules. Standard Ghost Lake leaves several of those systems independent. The lake stays crossable and unbuildable in both versions.
This overview compares the current Gameathlon Athens 1.4 Ghost Lake rules directly with the current Standard Ghost Lake rules, then checks the tournament economy against one confirmed 1.4 Standard-size 1v1 Scenario Editor generation and its overhead. The comparison supports the stated dimensions, resource ranges, lake clearances, common-side behavior, and terrain relationships. It cannot prove that every attempted area or object completes, and one overhead cannot establish universal shoreline or resource positions. The reviewed generation recorded 16,100 Food, 145,007 Wood, and 60,000 Gold; Food and Gold are within their calculated ranges, while Wood remains one observation. Calling the shore resources the durable control points is Prostagma's interpretation of the documented layout, not a statement of designer intent.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Scenario Editor observationScenario Editor totals and layout
- Derived calculationTransparent calculations from sourced values
- Strategic analysisPlayer-facing interpretation