214 Open Daily games
1 Open Realtime game
  • Status: Retired
  • Version: 2.0
  • Designer: M57
  • Rating: Unrated
  • Rating Score:
  • Difficulty: Intermediate
  • Created Date: 28th Dec 2011
  • Release Date: 27th Dec 2011
  • Games Played: 0

Design Information
Territories 125
Continents 366
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 White Default Default
2 Black Default Default

Board Description

You're playing a game of the original Go-Geared. It's become one of your favorites because you don't need dice to win. After all, you are a master strategist, your tactical abilities are legendary, and you are quite sure your ego isn't inflated in the least bit.

The game is close, and unbelievably, you somehow make one of those rare ..not-so-brilliant moves. Then, as luck would have it, your opponent stumbles upon the correct, and potentially devasting response.

"Damnation! I wish I could throw some real dice.", you exclaim just a little too loudly as you simultaneously realize that your boss probably heard you.

"What was that?, comes the dreaded query from around the corner.

Thinking on your feet, you cover. "I said ..Your presentation this morning was real nice!"

Well, your wits got you out of that jam; and fortuitously, your outburst was even loud enough to have been heard by the Dice Gods, who have turned your worthless 1-sided dice into the fancy 8-sided kind that you know make your heart beat just a teeny bit faster every time you throw 'em.

Go-Diced

Just like Go-Geared, but now 8-sided dice are used to attack and defend everywhere on the board, including attacks from the bowls.

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones).

8-sided dice are used to attack and defend everywhere on the board.

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

Fill more than 1/2 the board to win.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 owned63
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 85
Continents 230
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Black Default Default
2 White Default Default

Board Description

You're playing a game of the original Go-Geared. It's become one of your favorites because you don't need dice to win. After all, you are a master strategist, your tactical abilities are legendary, and you are quite sure your ego isn't inflated in the least bit.

The game is close, and unbelievably, you somehow make one of those rare ..not-so-brilliant moves. Then, as luck would have it, your opponent stumbles upon the correct, and potentially devasting response.

"Damnation! I wish I could throw some real dice.", you exclaim just a little too loudly as you simultaneously realize that your boss probably heard you.

"What was that?, comes the dreaded query from around the corner.

Thinking on your feet, you cover. "I said ..Your presentation this morning was real nice!"

Well, your wits got you out of that jam; and fortuitously, your outburst was even loud enough to have been heard by the Dice Gods, who have turned your worthless 1-sided dice into the fancy 8-sided kind that you know make your heart beat just a teeny bit faster every time you throw 'em.

Go-Diced

Just like Go-Geared, but now 8-sided dice are used to attack and defend everywhere on the board, including attacks from the bowls.

Capture territory by surrounding it on three sides (borders). (The four corners can be captured by surrounding them with just 2 stones).

8-sided dice are used to attack and defend everywhere on the board.

Abandon is ON, but when you move a stone you leave a funtional "blank" in its place. Blanks count towards both capturing territory and meeting the victory condition.

Fill more than 1/2 the board to win.

You get two moves per turn. Generally, you want to play one stone from your bowl to the board and move 1 stone on the board, though technically you could move two stones on the board and elect not to play from your bowl. Use it or lose it.

When you have won, the player will give you a bonus unit at the beginning of your turn. Place that unit on your color in the Yin-Yan symbol and attack from there to your opponent's bowl.

Minutia (ignore unless something about game-play seems wrong):

The victory bonus requirement appears 2 units higher than expected, but is necessary to account for the impact of the bowl and the yin-yan territories on the territory count.

Occasionally a stone or territory will not "turn" even though it is surrounded at the beginning of your turn. This is likely because one of the capturing stones was just turned itself. This stone will be captured on the next turn if the capture conditions still exist.

Thanks to Alpha and Hugh for early Dev work.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed2
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 owned43
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territory1
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player0
Decrease unit count per player0
Initial unit count minimum0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone