Road to Ruin

Road to Ruin is a Battle Map that was released in Series 1: Rise and was included in the Rise Map Pack. The reverse side of this map is Mean Streets.

=Features=

Features of this map are as follows:

=Power Bases=

Red
Explain Advantages and Disadvantages of Red Power Bases.

Blue
Explain Advantages and Disadvantages of Blue Power Bases.

(Note: Fuse Red and Blue sections if map is symmetrical.)

Central
Explain Advantages and Disadvantages of the Central Power Bases. If none exist, delete this section.

Questionable
Explain Advantages and Disadvantages of Questionable Power Bases, and why they are questionable. A Qestionable Power Base can easlily be described as one that is sub-optimal in some way, shape, or form. If no Questionable Power Bases exist, delete this section.

=Tactics and Strategies=
 * This map has a high number of foundations and thus cannot be completely filled in a normal game. How it plays will depend heavily on whether one or both players divide their placed buildings between the two sides of the map or concentrate on filling one side up as completely as possible.
 * Pedestrian monsters will often start the game trapped behind a row of buildings and unable to move until they are destroyed. Try to combat this by placing low-defense buildings toward the row ends so they can be destroyed by units before your first monster turn.
 * With long rows of adjacent buildings, Road to Ruin offers the potential for high-damage Smashes and high-payoff Rampages. The foundations alternate between green and yellow rather than displaying the usual bias of green foundations being concentrated toward the center of the map, so this is also a rare example of a map where your first building placement of the game might be of something you plan to secure.  Players can easily secure large numbers of buildings due to the foundation density: a row of five units can secure four buildings!  This of course carries the risk of heavy unit losses, but in the early game it might be worth trying to seize a commanding lead in power dice or take advantage of valuable green abilities.
 * The row of power zones in the middle of the map are useful for units and monsters alike. The Brontox which can nest a unit onto the adjacent zone or a Shadow Gate whose cloak protects an Amplify unit also holding an adjacent zone.  Mechathugrosh also loves this area for his Restoration ability.
 * See Mr. Froggies' guide to this map.