GUIDE · RANDOM MAPS
Murkwood
A nomadic start scatters three Villagers across a large island without a Town Center. Swamp waters are walkable and rich in fish and hunt, while dry ground holds mines; there are no Berry Bushes.

Overview
A nomadic start scatters three Villagers across a large island without a Town Center. Swamp waters are walkable and rich in fish and hunt, while dry ground holds mines; there are no Berry Bushes.
Map type and generation
Murkwood is listed as Hybrid, with the features Nomad & migration, Water & crossings. Its recorded map scope is Standard. These labels describe the kind of terrain and match setup to expect; they do not guarantee that every generated map places resources in the same location.
Planning a match
Check shore access and fish before committing to docks; on mixed land-and-water layouts, keep enough land defense to protect the economy while the fleet contests fishing or crossings. Treat the opening settlement location as a major decision: check nearby food, wood, and access to the next resource before placing production or expanding. Compare your opening plan with the actual spawn and scout report before choosing a build order.
How to use this reference
A nomadic start scatters three Villagers across a large island without a Town Center. Swamp waters are walkable and rich in fish and hunt, while dry ground holds mines; there are no Berry Bushes. Scout the shoreline and landing points early; a route that is safe for ships may still expose a transported army when it reaches land. Prioritize a safe Town Center site with nearby food and wood, then scout outward once Villager production is stable. The map’s resource layout affects which expansions are sustainable and where an opponent is likely to contest control. Pool scope: Standard.
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- Map layout · Hybrid · Standard · Hybrid map · Standard · Definitive Edition
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