|
Seat |
Color |
Team |
Starting Cards |
Starting Bonus |
Win Condition |
1 |
Red |
|
|
3 |
Default |
2 |
Green |
|
|
3 |
Default |
3 |
Blue |
|
|
4 |
Default |
4 |
Orange |
|
|
4 |
Default |
5 |
Purple |
|
|
5 |
Default |
6 |
Pink |
|
A |
5 |
Default |
7 |
Yellow |
|
A |
6 |
Default |
8 |
Navy |
|
W |
6 |
Default |
9 |
Brown |
|
W |
6 |
Default |
10 |
SkyBlue |
|
W |
6 |
Default |
Board Description
:|: Castle Quest :|:
A board by Kjeld
Terrain Tiles: Each region -- countryside, hamlets, taiga, swamp, wastes -- grants a standard continent for controlling all territories in that region equal to the number of territories in that region.
Castles: Each of the four small castles grants multiple bonuses. +1 for each part (gate, walls, keep), and an additional +3 for owning the whole thing. The King's Castle grants +7 for owning the whole thing.Keeps and Castle Gates defend with d7.The King's Castle Keep defends with d10.Walls defend with d9 against the countryside.The King's Castle outer walls artillery attack (7v6) the surrounding countryside and roads.All keeps grant additional vision bonus. Small castle keeps grant vision to each other and the surrounding terrain tiles. King's castle keep grants vision to all castles, enemies, and the King's Road.
The King's Road: All attacks along the King's Road are 7 v 6.
Other Special Territories: Ogre: Artillery attack (7v6) to all terrain tiles in the Wastes. +5 factory on self. Max 20 units.Giant Spider: Artillery attack (7v6) to all terrain tiles in the Swamp. +5 factory on self. Max 20 units.Assassin's Guild: Artillery attack (7v6) against all Castle Keeps. View all castles and the Ogre, Giant Spider, and Dragon. +5 factory on self. Max 20 units.Dragon: Artillery attack (7v6) against all terrain tiles in the Countryside and Hamlets. +5 factory on self. Max 20 units.
Paths: Special one-way paths lead to the Ogre, Spider, Dragon, and Assassin's Guild. These paths have attack advantage going toward these special locations (7v6), but revert to neutral at the start of each player's turn (with, 1, 2, or 3 neutral units depending on step).
Gameplay Settings
Gameplay Type | Turn Based | Return to unit placement from attack | Off | Return to attack after fortify | On | Number of attacks allowed | Unlimited | Number of fortifies allowed | 2 | Multiple attacks | On | Allow fortification | Connected | Allow abandonment of territories | Off | Abandoned territories revert to neutral | Immediately | Fog type | Medium | Allow override of fog setting | Yes | Game history | Show |
Team Settings
Teamplay Enabled | Yes | Team Vision | On | Team Unit Placement | On | Team Unit Transfer | On | Team Factory Production | Off |
Cards
Cards | On | Card Capture | On | Maximum number of cards allowed | 7 | Card values | 4,5,6,7,8,9,10,11,12,13,14 | Must capture non-empty territory to earn card | On | Card deck | A:18 B:18 C:18 W:2 |
Bonuses, Limits and Dice
Grant 1 unit per x territories owned | 2 | Minimum bonus units per turn | 3 | Elimination bonus | 10 | Capturing of reserves on elimination | On | Maximum reserve units | Unlimited | Maximum units per territory | Unlimited | Auto Assign Factories | | Number of sides on Attacker's Dice | 6 | Number of sides on Defender's Dice | 6 |
Initial Setup
Initial setup | Setup based | Lock seat colors | Off | Lock seat order | Off | Lock starting bonus to: | Seat | Allow seat selection | None | Number of units per Territory | 3 | Territory selection | Automatic | Unit placement | Automatic | Neutral count | None | Neutral Factories | | Use team names defined in Colors | Off | Allow players to choose seats / teams | None |
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