Lore • The 18 Hex Tiles

The 18 Territories of Neutronium: Astronomical Lore Guide

Every territory in Neutronium: Parallel Wars carries a name pulled from ancient star charts — charts that predate every known civilization by millennia. From the triple-sun nursery of Aeloria to the neutron star remnant of Borgath, each of the 18 hexagonal territories is a world unto itself, placed face-down at game start and revealed only when a Hero sets foot on it.

18Territories
3Tiers
Face-DownSetup Rule
Hex GridMap Layout

The Known Universe

The board in Neutronium: Parallel Wars represents a single galaxy-spanning expanse — a region of space that all four races have contested, claimed, and lost across thirteen universe cycles. Its geography is defined by 18 hexagonal territory tiles arranged on a modular grid, with the special 19th hex, Alpha Core, shuffled among them at setup. No two games begin with the same map.

The territories are laid face-down at game start. Players know only that a tile exists in a given position — not what it contains. A Hero must physically explore each hex before its resources, segment composition, and lore become available. This makes early-game exploration a genuine strategic priority rather than a preamble to "real" play. A territory discovered by one player is revealed to all, but only the discovering player's Hero may immediately act upon what they find.

The astronomical naming convention is not cosmetic. The four races — Terano, Mi-TO, Iit, and Asters — all use the same territory names, sourced from pre-civilization star charts found across multiple star systems. The charts are identical despite originating from separate races with no known historical contact. This anomaly sits at the center of Neutronium: Parallel Wars's lore and is never fully explained within the game's 13 universe cycles.

Tier 1 Territories: Core Systems

The six Tier 1 territories form the inner ring of the hex grid — the most densely contested zone on the board. Their proximity to Alpha Core and to each other makes them simultaneously the highest-value and highest-risk territories in the game. Control of Tier 1 systems signals early-game dominance but guarantees conflict from multiple directions. Each Core System territory carries two or more segment slots, making them rich with Neutronium and building potential.

Aeloria
Tier 1 — Core System

A star nursery system dominated by three young suns in a gravitational waltz. The radiation output is extreme — standard army tokens suffer attrition each cycle unless a Nuclear Port is built. Aeloria's Neutronium concentration is the highest of any Tier 1 territory, a product of the nuclear fusion processes still active in its protostellar clouds. Whoever controls Aeloria controls the richest non-Alpha Core source of Nn in the inner ring.

Segments: 2 Territory + 1 Radioactive
Vorath
Tier 1 — Core System

An abandoned ringworld of immense scale, its builders unknown and its purpose debated across all four races' academic traditions. The structure is partially functional — automated maintenance systems still operate in certain sectors — but the ringworld's spin has degraded by 12% since the last recorded survey, a figure that implies catastrophic structural failure within 200 universe cycles. Vorath's strategic value lies in its pre-built infrastructure: the abandoned station counts as a free Outpost for the first player to occupy it.

Segments: 2 Territory + 1 Ancient Station
Quelith
Tier 1 — Core System

A dense asteroid field seeded with the highest raw Neutronium ore concentrations in the known galaxy. The field is navigable but hazardous — Hero movement into Quelith costs an additional action point unless the controlling player holds a Navigation Artifact. The ore is unprocessed and requires a refinery segment to convert at full yield. Quelith is the territory that reward patient, infrastructure-focused play over opportunistic raiding.

Segments: 3 Neutronium Ore + 1 Refinery Slot
Errath
Tier 1 — Core System

A binary star system whose two suns orbit a shared barycenter in a configuration that produces stable habitable zones around both stars. Errath was one of the first territories colonized in the lore's pre-war era, and evidence of early settlement — pre-dating the Ancient War — remains embedded in its planetary surfaces. Mechanically, Errath supports two concurrent building projects, making it one of the few territories where parallel development is possible within a single cycle.

Segments: 2 Territory + 1 Colony + 1 Build Slot
Dhalven
Tier 1 — Core System

A collapsed magnetar at the edge of its active phase, Dhalven emits electromagnetic pulses on a predictable schedule that can be weaponized. Players controlling Dhalven may trigger a Pulse event once per universe cycle, temporarily disabling one opponent's army token in an adjacent hex. The territory's Neutronium yield is modest, but the strategic control it offers over adjacent hexes makes it one of the most fought-over Tier 1 positions.

Segments: 1 Territory + 1 Pulse Weapon + 1 Radioactive
Vexira
Tier 1 — Core System

A young planetary system still accreting mass, Vexira's star is stable but its planets are geologically violent. The Neutronium deposits here are accessible only via deep orbital mining operations — the surface conditions make ground presence dangerous. Vexira rewards the Iit faction's affinity for economic infrastructure, and its free Nuclear Port bonus aligns with the Iit's racial starting advantage. Other races must build the port from scratch before Vexira yields at full rate.

Segments: 2 Territory + 1 Nuclear Port Slot

Tier 2 Territories: Mid-Ring

The six Mid-Ring territories occupy the second orbital band of the hex grid. They are less immediately contested than Core Systems but offer a different strategic texture: larger segment counts in some cases, unique environmental mechanics, and positions that control access routes between the inner and outer zones. Tier 2 territories reward medium-term planning — they take longer to develop but compound in value across multiple universe cycles.

Borgath
Tier 2 — Mid-Ring

The remnant of a neutron star — ultra-dense, hyper-magnetic, and laced with exotic matter that no known process can fully explain. Borgath is one of the smallest physical territories on the board but packs disproportionate Neutronium density. The exotic matter deposits can be harvested for Nn enrichment at Alpha Core, making Borgath and Alpha Core a natural strategic pairing. Whoever controls both simultaneously holds an enrichment chain that compounds interest on every Nn token in play.

Segments: 2 Neutronium Dense + 1 Exotic Matter
Sylvaan
Tier 2 — Mid-Ring

A gas giant moon cluster — seven large moons orbiting a gas giant whose hydrogen layers contain trace Neutronium in dissolved form. Sylvaan is unique in that its Neutronium is harvested through atmospheric scooping rather than mining, a process that cannot be disrupted by standard army conflict. The moons themselves host self-sustaining ecosystems of indeterminate origin, and the Asters faction's scientific cataloguing of those ecosystems grants them a +1 Nn bonus each cycle they occupy Sylvaan.

Segments: 3 Territory + 1 Gas Harvest + 1 Research Station
Nexara
Tier 2 — Mid-Ring

A pulsar system — a rapidly rotating neutron star emitting twin jets of radiation at precise intervals. Nexara's pulsar jets can be harnessed as a long-range communication relay, giving the controlling player access to information about territory movements two hexes away. This intelligence advantage is difficult to quantify in direct Nn terms but has been identified as one of the strongest informational edges in competitive play. Nexara is also the territory most likely to be fought over by the Mi-TO, whose military intelligence doctrine prizes positional awareness.

Segments: 1 Territory + 1 Pulsar Relay + 1 Intelligence Node
Orveth
Tier 2 — Mid-Ring

A stellar graveyard — a region of space dense with white dwarf stars stripped of their outer layers. Orveth's gravitational complexity makes it difficult to navigate and nearly impossible to siege effectively: attacking armies take a penalty die in combat here. Defenders who fortify Orveth turn it into one of the strongest positional strongholds on the board. The Neutronium yield is average, but the defensive multiplier makes it the preferred fallback position for races that have been pushed out of the Core Systems.

Segments: 2 Territory + 1 Defensive Fortification Slot
Kraenith
Tier 2 — Mid-Ring

A system that sits at the confluence of two asteroid streams, Kraenith functions as a natural waypoint for inter-territory movement. Heroes passing through Kraenith may extend their movement range by one hex without spending an additional action point — a passive transit bonus that benefits whichever race controls it. Kraenith's Neutronium output is low-moderate, but its mobility advantage makes it consistently valuable to whoever holds it, especially in games where board traversal time is a bottleneck.

Segments: 1 Territory + 1 Transit Hub + 1 Asteroid Refinery
Peladrix
Tier 2 — Mid-Ring

A magnetar with unusual stability — its magnetic field periodically reverses polarity in a cycle that has been mapped precisely enough to predict. Peladrix can be used to charge a special Electromagnetic Artifact that temporarily paralyzes a target territory's Nn income for one cycle. This economic disruption mechanic makes Peladrix one of the most politically contentious territories in multiplayer games: the player who holds it wields influence that extends far beyond their own board position.

Segments: 2 Territory + 1 EM Charge Station

Tier 3 Territories: Outer Frontier

The six Outer Frontier territories sit at the edges of the hex grid — the hardest to reach, the last to be explored, and often the last to be contested. Their distance from the center creates a natural filter: only players who have established solid Tier 1 and Tier 2 positions tend to project force to the Frontier. But the Outer Frontier territories contain the game's highest individual payoffs — unique segment types unavailable anywhere else on the board, and lore significance that ties directly into the Mega-Structure win condition.

Theral
Tier 3 — Outer Frontier

The outermost accessible zone near a stellar-mass black hole. Theral sits at the edge of the accretion disk — close enough to harvest tidal-energy Neutronium, far enough to avoid spaghettification of standard game components. Time dilation is represented mechanically: actions taken in Theral count as half-cost for the round in which they are declared but full-cost for the following round. This asymmetry rewards committed, planned play and punishes improvisation. Theral is the highest Nn-yield territory on the board outside of Quelith.

Segments: 2 Neutronium Dense + 1 Tidal Harvest + 1 Black Hole Proximity
Umrath
Tier 3 — Outer Frontier

An ancient weapons depot of non-race origin — a derelict installation packed with armaments that no faction built and no faction fully understands. Umrath's strategic value is the cache of pre-war weapons it contains: once per game, the controlling player may draw two Artifact cards instead of one when occupying Umrath during an Artifact phase. The installation's automated defenses still function partially, providing a passive combat bonus to any defending army here.

Segments: 1 Territory + 1 Weapons Cache + 1 Ancient Defense Grid
Caldris
Tier 3 — Outer Frontier

A Mega-Structure construction site from before the Ancient War — partially assembled superstructure components drifting in a stable orbital configuration. Caldris is the closest thing in the game to a direct physical fragment of the original Mega-Structure project. Controlling Caldris grants a reduction in the resource cost of Mega-Structure construction actions, making it the most important territory for players pursuing the Mega-Structure win condition. It is rarely available uncontested in late universes.

Segments: 2 Territory + 1 Mega-Structure Fragment + 1 Construction Yard
Vrazen
Tier 3 — Outer Frontier

A rogue planetary system — a cluster of gas giants and rocky bodies with no parent star, drifting through interstellar space. Vrazen is dark, cold, and difficult to locate during exploration: it has a chance to remain undiscovered even after an adjacent territory is revealed, requiring a dedicated search action to expose it. The reward for finding it is significant: Vrazen contains the only Dual Segment hex in the Outer Frontier, offering both Neutronium and a full Colony slot.

Segments: 2 Territory + 1 Colony + 1 Dark Matter Deposit
Selthis
Tier 3 — Outer Frontier

A hypergiant star in the final stage before supernova — the clock is ticking in a cosmological sense, though not on any timescale that affects game play within 13 universes. Selthis burns hot enough to power experimental Neutronium processing methods, and the controlling player may use its stellar output to perform a single Rapid Enrichment outside of the normal Alpha Core process. This makes Selthis a fallback enrichment site when Alpha Core is contested or inaccessible.

Segments: 2 Territory + 1 Stellar Processing + 1 Rapid Enrichment Node
Molveth
Tier 3 — Outer Frontier

The furthest territory from the center — a system so remote that it was the last point discovered in any playtesting session. Molveth is a protoplanetary disk around a young star, its resources immature and its yield low in the early universes. But the territory scales: each universe in which Molveth is continuously held without contest adds a bonus segment to its output, up to a maximum of four. Patience pays at Molveth in a way it does nowhere else on the board.

Segments: 1 Territory (scales to 4 with continuous occupation)
Design Note

The three-tier territory structure was introduced to solve an early-game clustering problem: all players converged on the center immediately, creating a single-point conflict that ignored the rest of the board. Tiering created natural expansion arcs and gave each player a logical order in which to develop their territorial footprint across the game's 13 universe cycles.

Frequently Asked Questions

How many territories are there in Neutronium: Parallel Wars?
There are 18 standard territory hexes in Neutronium: Parallel Wars, plus the special 19th hex Alpha Core. The 18 territories are divided into three tiers: 6 Tier 1 Core Systems closest to the center, 6 Tier 2 Mid-Ring territories at medium distance, and 6 Tier 3 Outer Frontier territories on the board's edges.
Are territories revealed at the start of the game?
No. All 18 territory hexes (plus Alpha Core) are placed face-down at game setup. A territory is revealed only when a Hero moves onto it for the first time. This creates a genuine exploration phase in the early universes where players are discovering the board as well as competing over it.
What is segment composition in territories?
Each territory hex is divided into segments that define what resources or strategic structures it contains. A territory might have 2 standard territory segments and 1 radioactive segment, or 1 territory segment with an embedded Nuclear Port. Segment composition determines a territory's Neutronium yield, building capacity, and special rules.
Why are Neutronium: Parallel Wars territories named after astronomical phenomena?
The astronomical naming convention reflects the game's lore — the four races inherited territory names from ancient star charts that predate any of their civilizations. The names are derived from physical characteristics of each system: star formation regions, neutron star remnants, gas giant clusters, and black hole proximity zones all feature in the map.