194 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 2.0
  • Designer: Yertle
  • Rating:
  • Rating Score: 7.18 out of 10 [22 ratings]
  • Difficulty: Intermediate
  • Created Date: 27th Sep 2010
  • Release Date: 16th Feb 2010
  • Games Played: 632

Design Information
Territories 103
Continents 48
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 5,6,7,8,9,10,11
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Disabled
Open Games 0
 
Cards
Silvan
Ghru Mountain
Roulae
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Gen Default
2 Belu Default
3 Reed Default
4 Onar Default
5 Plur Default
6 Char Default
7 Pni Default
8 Lilb Default
9 Peca Default
10 Glod Default
11 Yow Default
12 Depub Default
13 Bledro Default
14 Degren Default

Board Description

Seven Kingdoms: Default

Chaos has broken out between the Seven Kingdoms of Grawear! Each kingdom strives to gain control of the other and take the powers that lie within!

-----

All Capitals are noted by the Gold borders. Capitals start as neutral and each grants a +2 bonus. If you take control of a Capital and end up losing all of your Capitals then you are eliminated!

-----

Ice Fields - Each territory can attack up to two territories beyond itself (or think of as one territory beyond the bordering territories). Control of all the Ice Field territories grants +9 bonus, Ice Field Capitals are not needed for the +9 bonus.

Silvan - Control of all the Silvan territories grants a +6 bonus, Silvan Capitals are not needed for the +6 bonus.

Silvan Capitals - The West Silvan Capital grants a Fortify Only border to all territories in Silvan (bordering territories are Normal). The East Silvan Capital grants a +1 Attack Artillery border to all territories in Silvan (bordering territories are Normal).

Viant - Each territory defends with a +1 defense modifier. Control of all the Viant territories grants a +5 bonus, Viant Capital is not needed for the +5 bonus.

Great Forest - All territories start neutral and each territory grants a +1 bonus.

Ghru Desert - Control of all the Ghru Desert territories grants a +25 bonus, Ghru Desert Capitals must be held for the +25 bonus.

Ghru Mountains - Each territory defends with a -1 defense modifer. Control of all the Ghru Mountain territories grants a +4 bonus, Ghru Mountain Capital is not needed for the +4 bonus.

Ghru Mountain Capital - Ghru Mountain Capital grants a Vision Only border to all territories of Ghru Mountains, Great Forest, Ghru Desert, and Roulae.

Roulae - Control of a territory and all bordering territories in the Roulae region grants a +1 bonus.

Roulae Capitals - The Roulae Capitals attack with a +1 attack modifier.

Thanks!

=Yertle

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed6
Card values5,6,7,8,9,10,11,12,13,14,15
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %40
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 103
Continents 35
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 5,6,7,8,9,10,11
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Silvan
Ghru Mountain
Roulae
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Gen Default
2 Belu Default
3 Reed Default
4 Onar Default
5 Plur Default
6 Char Default
7 Pni Default
8 Lilb Default
9 Peca Default
10 Glod Default
11 Yow Default
12 Depub Default
13 Bledro Default
14 Degren Default

Board Description

Seven Kingdoms: Rebellion

Chaos has broken out between the Seven Kingdoms of Grawear! Each kingdom strives to gain control of the other and take the powers that lie within!

The Capital Cities are in shambles! Sieged Cities are not Capital Cities, they also no longer contain the +2 bonus but have retained some of their powers!

-----

Ice Fields - Each territory can attack up to two territories beyond itself (or think of as one territory beyond the bordering territories). Control of all the Ice Field territories grants +9 bonus, Ice Field Sieges are not needed for the +9 bonus.

Silvan - Control of all the Silvan territories grants a +6 bonus, Silvan Sieges are not needed for the +6 bonus.

Silvan Sieges - The West Silvan Siege grants a Fortify Only border to all territories in Silvan (bordering territories are Normal). The East Silvan Siege grants a +1 Attack Artillery border to all territories in Silvan (bordering territories are Normal).

Viant - Each territory defends with a +1 defense modifier. Control of all the Viant territories grants a +5 bonus, Viant Siege is not needed for the +5 bonus.

Great Forest - All territories start neutral and each territory grants a +1 bonus.

Ghru Desert - Control of all the Ghru Desert territories grants a +25 bonus, Ghru Desert Sieges must be held for the +25 bonus.

Ghru Mountains - Each territory defends with a -1 defense modifer. Control of all the Ghru Mountain territories grants a +4 bonus, Ghru Mountain Siege is not needed for the +4 bonus.

Ghru Mountain Siege - Ghru Mountain Siege grants a Vision Only border to all territories of Ghru Mountains, Great Forest, Ghru Desert, and Roulae.

Roulae - Control of a territory and all bordering territories in the Roulae region grants a +1 bonus.

Roulae Sieges - The Roulae Sieges attack with a +1 attack modifier.

Thanks!

=Yertle

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed6
Card values5,6,7,8,9,10,11,12,13,14,15
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 103
Continents 35
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 5,6,7,8,9,10,11
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Silvan
Ghru Mountain
Roulae
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Gen Default
2 Belu Default
3 Reed Default
4 Onar Default
5 Plur Default
6 Char Default
7 Pni Default
8 Lilb Default
9 Peca Default
10 Glod Default
11 Yow Default
12 Depub Default
13 Bledro Default
14 Degren Default

Board Description

Seven Kingdoms: Revolution

Chaos has broken out between the Seven Kingdoms of Grawear! Each kingdom strives to gain control of the other and take the powers that lie within!

The Capital Cities have been destroyed! Wastelands are not Capital Cities, they no longer contain the +2 bonus, and they have lost all their powers!

-----

Ice Fields - Each territory can attack up to two territories beyond itself (or think of as one territory beyond the bordering territories). Control of all the Ice Field territories grants +9 bonus, Ice Field Wastelands are not needed for the +9 bonus.

Silvan - Control of all the Silvan territories grants a +6 bonus, Silvan Wastelands are not needed for the +6 bonus.

Viant - Each territory defends with a +1 defense modifier. Control of all the Viant territories grants a +5 bonus, Viant Wasteland is not needed for the +5 bonus.

Great Forest - All territories start neutral and each territory grants a +1 bonus.

Ghru Desert - Control of all the Ghru Desert territories grants a +25 bonus, Ghru Desert Wastelands must be held for the +25 bonus.

Ghru Mountains - Each territory defends with a -1 defense modifer. Control of all the Ghru Mountain territories grants a +4 bonus, Ghru Mountain Wasteland is not needed for the +4 bonus.

Roulae - Control of a territory and all bordering territories in the Roulae region grants a +1 bonus.

Thanks!

=Yertle

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed6
Card values5,6,7,8,9,10,11,12,13,14,15
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 103
Continents 48
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 5,6,7,8,9,10,11
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Total
Fog Override Disabled
Open Games 0
 
Cards
Silvan
Ghru Mountain
Roulae
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Gen Default
2 Belu Default
3 Reed Default
4 Onar Default
5 Plur Default
6 Char Default
7 Pni Default
8 Lilb Default
9 Peca Default
10 Glod Default
11 Yow Default
12 Depub Default
13 Bledro Default
14 Degren Default

Board Description

Seven Kingdoms: Two Kings

Chaos has broken out between the Seven Kingdoms of Grawear! Each kingdom strives to gain control of the other and take the powers that lie within!

A battle of the two remaining kings of Grawear! A dense fog has landed upon the land, but it is known that King Two already has troops within the Great Forest!

-----

All Capitals are noted by the Gold borders. Capitals start as neutral and each grants a +2 bonus. If you take control of a Capital and end up losing all of your Capitals then you are eliminated!

-----

Ice Fields - Each territory can attack up to two territories beyond itself (or think of as one territory beyond the bordering territories). Control of all the Ice Field territories grants +9 bonus, Ice Field Capitals are not needed for the +9 bonus.

Silvan - Control of all the Silvan territories grants a +6 bonus, Silvan Capitals are not needed for the +6 bonus.

Silvan Capitals - The West Silvan Capital grants a Fortify Only border to all territories in Silvan (bordering territories are Normal). The East Silvan Capital grants a +1 Attack Artillery border to all territories in Silvan (bordering territories are Normal).

Viant - Each territory defends with a +1 defense modifier. Control of all the Viant territories grants a +5 bonus, Viant Capital is not needed for the +5 bonus.

Great Forest - All territories start neutral and each territory grants a +1 bonus.

Ghru Desert - Control of all the Ghru Desert territories grants a +25 bonus, Ghru Desert Capital must be held for the +25 bonus.

Ghru Mountains - Each territory defends with a -1 defense modifer. Control of all the Ghru Mountain territories grants a +4 bonus, Ghru Mountain Capital is not needed for the +4 bonus.

Ghru Mountain Capital - Ghru Mountain Capital grants a Vision Only border to all territories of Ghru Mountains, Great Forest, Ghru Desert, and Roulae.

Roulae - Control of a territory and all bordering territories in the Roulae region grants a +1 bonus.

Roulae Capitals - The Roulae Capitals attack with a +1 attack modifier.

Thanks!

=Yertle

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeTotal
Allow override of fog settingNo
Game historyHide

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed6
Card values5,6,7,8,9,10,11,12,13,14,15
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned8
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %40
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 103
Continents 48
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 5,6,7,8,9,10,11
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Disabled
Open Games 0
 
Cards
Silvan
Ghru Mountain
Roulae
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Gen Default
2 Belu Default
3 Reed Default
4 Onar Default
5 Plur Default
6 Char Default
7 Pni Default
8 Lilb Default
9 Peca Default
10 Glod Default
11 Yow Default
12 Depub Default
13 Bledro Default
14 Degren Default

Board Description

Seven Kingdoms: Voyager

Chaos has broken out between the Seven Kingdoms of Grawear! Each kingdom strives to gain control of the other and take the powers that lie within!

Sea borders are present for quicker movement around the board!

-----

All Capitals are noted by the Gold borders. Capitals start as neutral and each grants a +2 bonus. If you take control of a Capital and end up losing all of your Capitals then you are eliminated!

-----

Ice Fields - Each territory can attack up to two territories beyond itself (or think of as one territory beyond the bordering territories). Control of all the Ice Field territories grants +9 bonus, Ice Field Capitals are not needed for the +9 bonus.

Silvan - Control of all the Silvan territories grants a +6 bonus, Silvan Capitals are not needed for the +6 bonus.

Silvan Capitals - The West Silvan Capital grants a Fortify Only border to all territories in Silvan (bordering territories are Normal). The East Silvan Capital grants a +1 Attack Artillery border to all territories in Silvan (bordering territories are Normal).

Viant - Each territory defends with a +1 defense modifier. Control of all the Viant territories grants a +5 bonus, Viant Capital is not needed for the +5 bonus.

Great Forest - All territories start neutral and each territory grants a +1 bonus.

Ghru Desert - Control of all the Ghru Desert territories grants a +25 bonus, Ghru Desert Capitals must be held for the +25 bonus.

Ghru Mountains - Each territory defends with a -1 defense modifer. Control of all the Ghru Mountain territories grants a +4 bonus, Ghru Mountain Capital is not needed for the +4 bonus.

Ghru Mountain Capital - Ghru Mountain Capital grants a Vision Only border to all territories of Ghru Mountains, Great Forest, Ghru Desert, and Roulae.

Roulae - Control of a territory and all bordering territories in the Roulae region grants a +1 bonus.

Roulae Capitals - The Roulae Capitals attack with a +1 attack modifier.

Thanks!

=Yertle

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed6
Card values5,6,7,8,9,10,11,12,13,14,15
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %40
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 103
Continents 35
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 5,6,7,8,9,10,11
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Silvan
Ghru Mountain
Roulae
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Gen Default
2 Belu Default
3 Reed Default
4 Onar Default
5 Plur Default
6 Char Default
7 Pni Default
8 Lilb Default
9 Peca Default
10 Glod Default
11 Yow Default
12 Depub Default
13 Bledro Default
14 Degren Default

Board Description

Seven Kingdoms: Voyager Rebellion

Chaos has broken out between the Seven Kingdoms of Grawear! Each kingdom strives to gain control of the other and take the powers that lie within!

The Capital Cities are in shambles! Sieged Cities are not Capital Cities, they also no longer contain the +2 bonus but have retained some of their powers! Sea borders are present for quicker movement around the board!

-----

Ice Fields - Each territory can attack up to two territories beyond itself (or think of as one territory beyond the bordering territories). Control of all the Ice Field territories grants +9 bonus, Ice Field Sieges are not needed for the +9 bonus.

Silvan - Control of all the Silvan territories grants a +6 bonus, Silvan Sieges are not needed for the +6 bonus.

Silvan Sieges - The West Silvan Siege grants a Fortify Only border to all territories in Silvan (bordering territories are Normal). The East Silvan Siege grants a +1 Attack Artillery border to all territories in Silvan (bordering territories are Normal).

Viant - Each territory defends with a +1 defense modifier. Control of all the Viant territories grants a +5 bonus, Viant Siege is not needed for the +5 bonus.

Great Forest - All territories start neutral and each territory grants a +1 bonus.

Ghru Desert - Control of all the Ghru Desert territories grants a +25 bonus, Ghru Desert Sieges must be held for the +25 bonus.

Ghru Mountains - Each territory defends with a -1 defense modifer. Control of all the Ghru Mountain territories grants a +4 bonus, Ghru Mountain Siege is not needed for the +4 bonus.

Ghru Mountain Siege - Ghru Mountain Siege grants a Vision Only border to all territories of Ghru Mountains, Great Forest, Ghru Desert, and Roulae.

Roulae - Control of a territory and all bordering territories in the Roulae region grants a +1 bonus.

Roulae Sieges - The Roulae Sieges attack with a +1 attack modifier.

Thanks!

=Yertle

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed6
Card values5,6,7,8,9,10,11,12,13,14,15
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone