219 Open Daily games
2 Open Realtime games
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 17th Mar 2011
  • Release Date: n/a
  • Games Played: 7
  • #1:
  • #2:
  • #3:

Design Information
Territories 57
Continents 8
Advanced Features One-way Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
Card Sets Worth 4,6,8,10,4,6,4
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
male witch doctor
female witch doctor
skeleton archer
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Purple Default Default
2 Orange Default Default
3 Red Default Default
4 Green Default Default
5 Blue Default Default
6 Black Default Default
7 Grey Default Default
8 Cyan Default Default
9 Lime Default Default
10 Pink Default Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Most believe the fearsome witchdoctor only a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. The Witchdoctor dispatched his Skeleton Archer opponents with terrifying precision, assaulting his victim's mind and body with elixirs and powders that evoked fires, explosions, and poisonous spirits. As if these assaults were not enough, The Witchdoctor also had at his command the ability to summon the spirits of undead creatures to posses the Pillars surrounding him.

The witchdoctors are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the Ghost Trance. Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe. To this end the witchdoctors have limited ability to defend themselves and can be attacked with a +2 modifier.

The Skeleton Archers realizing this turned their undead magic upon the nearest of the Pillars, in order to thwart The Witchdoctor. This resulted in an intense mystic upheaval among the stonework around the witchdoctor. The spirits he set loose in the stonework were able to use the Flagstones as the stepping stones to the very Steps he stood upon. Attacking up the Steps they pursued him and sparked an unwholesome battle between the stones, the witchdoctor, and the skeleton archers (inasmuch as I could discern in the ensuing bedlam), and the charged atmosphere warranted my quick departure before I could observe anything further.

OK, so if you found that too cryptic, here's a breakdown: look at the board page and click around...:^}

oh, you want it really easy, *sigh* ok:

- you start out with one Pillar and are randomly placed thruout the rest of the spots

- Pillars can attack the Flagstones in front of them and one of the outer Skeleton Archers

- Flagstones attack each other with bonuses earned for owning some/all of them

- Flagstones can attack up to the Steps

- Steps can attack neighboring Steps (on same level and one up) but cannot attack down; each level of Steps has a bonus for owning them all

- top row of Steps can attack Witchdoctor with +2 dice

- Witchdoctor can attack Skeleton Archers and Pillars

- Five outer Archers can each attack one Pillar and the Front Archer (owning them all also gets you a bonus)

-Front Archer, in turn, is the only Archer to be able to attack the Witchdoctor (also with a +2 dice)

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed1
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,6,8,10,4,6,8,10,4,6,4
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
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 Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone