Big Game Hunters
casual ground 8 spawns · 2,632 games played
How it plays
a casual ground — its own rulesThis ground already plays on the match engine the whole game moves to in season 2. A game here shows your players under those rules — the reports name their openings, and the skills pull the way the Balance (Season 2) page describes — not the way this season's league plays. A first look, not a rehearsal for Friday.
Every main is a fortune — worth 20 bases from the first minute. Nobody needs to expand, so there is no expansion race: income is a player's Macro and nothing else, and both armies grow to the supply cap before they meet. Games run several times longer than on a league map.
The map has 8 mains, and two are drawn for every game. The walk between them sets how rushable that game is: neighbours play at rush 75, cross-map at 30 — the 55 above is the average. The report opens by saying which you drew.
Game Sense and Strategy — the late game is where this ground is played. Micro and Harassment count for less than on a league map: a raid into a bottomless mineral line buys little. Macro still pays where it is a race's production, and hardly at all in the mirrors — the money is free.
Cups — team and individual — friendlies, sparring and an academy player's practice games: pick it as the ground instead of a map pool. Pair games on it arrive with season 2. Never a league, playoff, Starleague, academy-league or Junior Starleague game: nothing played here moves a rating or a record. Optional house rule: NR20 — NR20 is "no rush for 20 minutes", the old public-game house rule. Nobody may open with an all-in — no proxy, no early pool, no bunker rush — and nobody attacks during the early game: both economies come up first, and the armies decide it. Under it almost every game becomes a war between two maxed armies, and runs half as long again.