The official playmat is finally here! We've been working off the incomplete Dominator playmat and the image of the test play until now, but with this we get much more complete information, plus some new questions.
We see our left and right zones, with the Ruler behind it, and our 3 Event zones behind it, plus our Damage Zone over on the left, all as established. As Ikeda stated, the Damage Zone is split into two rows for easy counting, and is not actually two rows, but a single zone.
On to new information! First off, the Center Line is sideways and is labeled a "Defensive Zone". It could just be called that because the unit in the center can protect you, but being sideways likely means the unit in that zone cannot attack. Center zone mechanics combined with MtG combat mechanics and Soulguard seemed very powerful, so this may be the way of balancing out. I have to wonder now if the Center area mechanic from Buddyfight of "the player themselves cannot attack if something is in the center" will still be present, since this is a pretty major drawback.
There's also the possibility that this will be how blocking works, with units simply moving to the Center line when they defend you, with the zone being sideways to indicate that the unit rests to move there. The one concern with this is even less room for swarming strategies to exist than in Buddyfight, but as Ikeda says "anything can change depending on the Ruler" so there's no reason there couldn't be Rulers that give you more zones to place units in to allow for swarming strategies.
Next up, the new Field zone! Considering its sideways, its probably safe to assume these are for some form of Events that stay on the field. Perhaps all Events are initially set, but after a Field Event is flipped over, it then moves to the Field zone. This will allow strategies revolving around these sorts of permanent cards to exist without clogging the small 3 slots for Events. Looking at the arrows plus the "empty" zones underneath, it seems like there will be no limit on the number of Fields you can have.
Lastly, we have Energy. This seems to be some sort of mana mechanic, considering the tap/rest motion being present in even the zone design. Being limited to 3, one might have assumed that this would finally put to rest how Level works, but Ikeda stated that Apprentice does not use all the Energy zones. While certain Rulers losing access to Level 3s, where all the boss units seem to be, certainly seems possible, it seems super unlikely to do so in the first set, when Apprentice would be the only of the "luck based" Rulers. It'd be pretty restrictive to force players who want to play luck based decks to not be able to use the flashy boss units. So for now, how this Energy works and how Level works still seems like a mystery.