by JigiMoNd

Summoner's Rift

v. 2026.07.01.20.31.54 · Initial

Last updated Jul 3, 2026 20:53

9

UNMATCHED: LEAGUE OF LEGENDS

Epic monsters for this map:

https://www.the-unmatched.club/c/villains/baron-nashor.153

https://www.the-unmatched.club/c/villains/cloud-drake.166

https://www.the-unmatched.club/c/villains/infernal-drake.167

https://www.the-unmatched.club/c/villains/mountain-drake.168

https://www.the-unmatched.club/c/villains/ocean-drake.169

SETUP Place tower tokens in their designated spaces, place Baron and randomly selected Dragon in their lairs (top and bottom river side). Place each hero in the starting spaces on the battlefield, following the core Unmatched setup rules. If there are 8 players (heroes), the 7th and 8th players place their sidekicks in the nearest available spaces of any lane.

DRAGONS & BARON

Dragon and Baron cannot move and cannot be moved by card effects or abilities. They may attack from up to 2 spaces away and ignore zones when attacking.

Each Dragon has 5 health.

Baron Nashor has 7 health.

During battle:

  • All cards played by players against a Dragon/Baron must be placed in a separate Dragon’s/Baron's pile.

  • If the team retreats without defeating Dragon/Baron, discard all cards in that pile.

  • If the Dragon/Baron is defeated, shuffle those cards into the corresponding players’ decks.

  • After each player who attacked it finishes their turn, the Dragon/Baron immediately attacks once, as long as there are fighters in its attack zone or until it is defeated.

  • If a fighter moves out of the Dragon's/Baron’s attack range (for example, using the effect of a "Skirmish"), the Dragon/Baron attacks the nearest fighter.

    • If the nearest fighters belong to different teams, the Dragon/Baron attacks a fighter allied with the player who most recently attacked it.

    • If the nearest fighters belong to the same team, that team chooses which fighter is attacked.

  • If no fighters are within the Dragon's/Baron’s attack range, the Dragon/Baron fully heals and is considered undefeated. Discard all cards from the special Dragon's/Baron's pile.

  • A Dragon/Baron is defeated when its health is reduced to 0.

  • The team of the player who dealt the final damage wins that combat, gains its bonus, and shuffles the cards from the special Dragon’s/Baron’s pile back into their draw deck.

  • When a Dragon is defeated, the next Dragon appears at the start of the next round.

  • The second Baron Nashor appears with the third Dragon, or at the start of the next round if the third Dragon is already on the battlefield or has been defeated.

  • When resolving card effects, consider the Dragon/Baron as sidekicks.

Bonuses:

 

When a Dragon or Baron is defeated, the victorious team gains the following bonus:

Infernal Dragon: +1 to card's attack values.

Ocean Dragon: +1 to all healing effects.

Cloud Dragon: +1 to heroes' maneuver values.

Mountain Dragon: +1 to card's defense values. (This effect does not stack with tower defense bonus)

Baron Nashor: +1 to BOOST values. (This bonus does not stack.)

A team can hold a maximum of three bonuses at a time. If a team would gain a fourth bonus, they must immediately discard one bonus on their choice.

TOWERS & NEXUS

  • Each Tower has 2 health and 1 defense. While a Tower has 2 health, it grants +1 defense to friendly fighters on its space. When a Tower is reduced to 1 health, it no longer grants this bonus.

  • If a fighter moves onto a space containing an opposing Tower, they immediately take 1 damage.

  • Each team has a Nexus with 15 health.

Structure destruction:

To damage a structure, a HERO must be adjacent to a target structure, and there must be no opposing HERO on the structure’s space. The attacking player discards one card. The structure takes damage equal to the BOOST value of the discarded card, minus the structure's defense.

Sidekicks cannot attack or defend Towers or the Nexus..

Towers must be destroyed in order. The second Tower cannot be destroyed until the first Tower in that lane is destroyed. The third Tower cannot be destroyed until the second Tower in that lane is destroyed.

A team cannot attack the Nexus until all three Towers in at least one lane have been destroyed.

SPECIAL RULING

  • When resolving card effects, or a heroes’ ability that allow a fighter to be placed in ANY SPACE (such as Dracula’s “Mistform” or Houdini’s special ability) you cannot place a fighter in an opposing starting space or in a space containing an undestroyed opposing Tower. Effects  that involve movement or determined placement resolve normally.

  • If a player’s deck is empty, they take damage according to core Unmatched exhaustion rules. However, if a hero is in their own Nexus space and their deck is empty, they may shuffle their discard pile to form a new deck.

More extreme variant: Each time before shuffling the discard pile at the Nexus, remove the top ten cards of that discard pile to the box - they are removed from the game.

  • When a hero would be defeated, they remain on the battlefield with 0 health instead.

    • Immediately place that hero to their starting space. If a hero cannot be placed in the specified space, place them in the nearest available space.

    • They cannot heal or regain health by any means.

    • For the rest of the game, any damage that hero would take is instead dealt to the nearest allied hero.

    • Heroes are defeated if all heroes on one team have their health reduced to 0. Sidekicks do not count for this purpose.

WINNING CONDITIONS

A team wins if they:

  • Eliminate all opposing heroes.

or

  • Destroy the opposing Nexus.

Spaces

66

Connections

136

Zones

18

Diameter

10

Avg links / space

4.1

Connectivity

Fully connected board

100% of spaces are linked to the main graph

Longest shortest path

10 moves across the board

The greatest minimum distance between any two reachable spaces.

Central hubs

Spaces from which every other space is easiest to reach.

Marksman coverage

Minimum moves needed to threaten every zone from the best vantage points.

5 moves to cover all zones

Zone composition

How spaces group by shared colour across the battlefield.

Movement explorer

Select any space on the map to see how far it is from every other space.