Dungeons
Dungeon runs are how the campaign hands you resources and equipment between wars. Most lands have a named pit. Ezo, Oshu, Shinano, Tokaido, Chuu-earth, Cairo, Morocco, Amazon, and South Africa do not. A pit sits on its province the way a clan's claim does.
A pit is not a separate continent. Sado Gold Mine is under Sado, which is power 6, code TFC, and already shared by the Uesugi and the Takeda. You run the mine because the province is yours to exploit or because you are about to fight for it. The skirmish is the fight. The pit is the hole under that fight.


| Province | Pit |
|---|---|
| Sado | Sado Gold Mine |
| Saitama | Sekimei's Tomb |
| Kazusa 2000 | Satomi Empire |
| Maso | S&M Dungeon |
| Yamatai | Orochi's Pit |
| Kairapace | Shell Heap |
| Edo | Demon City |
| Texas | Study Pit |
| Viper Oil Field | Petroleum Pit |
| Mikawa | Tokugawa's Buried Treasure |
| Kyo | Kachi-Kachi Cave |
| Owari | Miso Katsu Dungeon |
| Tamba | Tamba Mine |
| Naniwa | Umeda Underground Mall |
| Yamato | Heijo-Kyo |
| Ise | Pearl Dungeon |
| Mikan | Underground Mikan Plantation |
| Izumo | Yomotsu Hirasaka |
| Himeji | Tiger Pit |
| Battleship Nagato | Bikini Outlook |
| Redhelm | Red Wall Dungeon |
Sado Gold Mine and the power-6 pits
Sado Gold Mine is the clearest example on the board. The province is power 6, the code is TFC, and the Uesugi and the Takeda already share it. A gold mine under a shared province is both loot and a reason the sharing will not last. Kairapace, also power 6, code FFT, Takeda only, has Shell Heap. Edo, power 6, code CCC, Houjou and Takeda, has Demon City. Three power-6 lands, three different pits, three different controller stories.
If you only remember one dungeon before your first march north, remember the mine. National power 6 means the battle to hold Sado is already heavy, and the mine is why the winner stays. Shell Heap and Demon City are the same lesson on other tiles: the pit name tells you the flavor of the reward, and the power tells you what the reward cost.
Shell Heap on Kairapace is the Takeda-only power-6 pit, which makes it the mine's quieter cousin: one controller, code FFT, no second house on the land. Demon City is the loud one, two houses and a short CCC code. Run the quiet pit when you want equipment without opening a second grievance on the same day.
Named pits across the rest of the board
The rest of the named pits are just as specific. Sekimei's Tomb is under Saitama. The Satomi Empire is under Kazusa 2000. Orochi's Pit is under Yamatai, the Miko Union's power-1 land. Study Pit is under Texas. Petroleum Pit is under Viper Oil Field. Tokugawa's Buried Treasure is under Mikawa. Kachi-Kachi Cave is under Kyo. Miso Katsu Dungeon is under Owari. Tamba Mine is under Tamba.
Further along the list: Umeda Underground Mall under Naniwa, Heijo-Kyo under Yamato, Pearl Dungeon under Ise, Underground Mikan Plantation under Mikan, Yomotsu Hirasaka under Izumo, Tiger Pit under Himeji, Bikini Outlook under Battleship Nagato, and Red Wall Dungeon under Redhelm. Maso, shared by Uesugi and Takeda, has a pit named S&M Dungeon. The name matches the adult tone of the campaign, and the run is still a resource stop with a province attached.
Heijo-Kyo under Yamato belongs to the Iga. Pearl Dungeon under Ise belongs to the Hara. Yomotsu Hirasaka under Izumo belongs to the Mouri, who also have Red Wall Dungeon on the power-7 land. One house can own a modest pit and the heaviest pit on the board. Izumo is the modest Mouri pit, and Redhelm is the heavy one.
Resources, equipment, and empty rows
The campaign uses these runs for resources and equipment, not for a second set of story endings. Bring what you find back to the turn-based fights. A mine, a tomb, a plantation, and an underground mall are different rooms, and they all pay the same kind of bill: the army's next appointment. Red Wall Dungeon sits under the highest power on the board. Orochi's Pit sits under the lowest. The equipment is allowed to differ.
Lands with no pit are information too. Tokaido has three controllers and no pit. Shinano is Takeda-only at power 4 with no pit. Chuu-earth is Mouri and Takuga at power 5 with no pit. Cairo, Morocco, Amazon, and South Africa are Shimazu and Monster Army lands with no pits at all. Conquering them still expands the domain. It does not hand you a dungeon run on the same day. Plan the equipment from a neighboring pit instead.
Underground Mikan Plantation and Umeda Underground Mall are Tenshiism pits, on Mikan and Naniwa. One is a plantation and one is a mall, and both still return the resources a turn-based army spends. Bikini Outlook, under shared Battleship Nagato, is the Monster Army's closest thing to a cache. South Africa, Cairo, Morocco, and Amazon do not offer an equivalent.
Which pit to run before which battle
A sensible order follows the weight of the land. Run a pit on a province you already hold before you open a power-7 fight at Redhelm. Owari's Miso Katsu Dungeon is a power-5 Oda pit and a reasonable kit if Nobunaga or Kouhime is already in the party. Petroleum Pit is the Ashikaga cache, and it belongs in the same conversation as Isoroku's forced command, because both sit on that house.
Do not clear every pit from the top of the map to the bottom. Ezo has no pit, so a northern One Eyed campaign will not feed you a run until you reach a land that has one. Sado will. Oshu, like Ezo, has no pit, so the first northern run with a name on it is Sado Gold Mine. Match the pit to the commander and the commander to the clan, then spend the equipment in the skirmish.
Sekimei's Tomb on Saitama is a power-4 Houjou and Takeda pit, code FFTT. It is a sensible run before Edo if you want a tomb's kit before Demon City. Tokugawa's Buried Treasure on Mikawa is the cache to run before a Tokaido battle, because Tokaido itself has no pit and the Tokugawa are already one of its three controllers.