121 Open Daily games
3 Open Realtime games
  • Status: Live
  • Version: 9.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 7.92 out of 10 [37 ratings]
  • Difficulty: Intermediate
  • Created Date: 7th Apr 2012
  • Release Date: 13th May 2010
  • Games Played: 966

Design Information
Territories 90
Continents 88
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6
Card Sets Worth 3,5,7,9,11,13,3
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Monarchy
Democracy
Communism
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Orange Default Default
5 Purple Default Default
6 Black Default Default
7 Pink Default Default
8 Yellow Default Default
9 Brown Default Default
10 Slate Default Default
11 White Default Default

Board Description

Total WarGear

Scramble Start

There is no surrender, no mercy, and no second place.

Same rules as standard, but the setup scrambles players across all six islands, with 3 units per territory. Minimum unit bonus is increased to 3.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
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 CaptureOn
Maximum number of cards allowed5
Card values3,5,7,9,11,13,15,20,3,5,3
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 0 units per x territories ownedDisabled
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units20
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
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %33
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 90
Continents 88
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6
Card Sets Worth 3,5,7,9,11,13,3
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Monarchy
Democracy
Communism
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Orange Default Default
5 Purple Default Default
6 Black Default Default
7 Pink Default Default
8 Yellow Default Default
9 Brown Default Default
10 Slate Default Default
11 White Default Default

Board Description

Total WarGear

Slow Start

There is no surrender, no mercy, and no second place.

Same rules as standard, but each player starts on a capital with 15 units. Island territories all start with 2 neutrals, seaports with 4, comm centers with 5, and airports with 6. At start, first player gets 1 bonus unit, second player 2, and so forth. Minimum unit bonus is zero.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
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 CaptureOn
Maximum number of cards allowed5
Card values3,5,7,9,11,13,15,20,3,5,3
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 0 units per x territories ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units20
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 %33
Destroy unallocated CapitalsOn
Number of units per Territory10
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 90
Continents 88
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6
Card Sets Worth 3,5,7,9,11,13,3
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Monarchy
Democracy
Communism
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Orange Default Default
5 Purple Default Default
6 Black Default Default
7 Pink Default Default
8 Yellow Default Default
9 Brown Default Default
10 Slate Default Default
11 White Default Default

Board Description

Total WarGear

v 0.2

There is no surrender, no mercy, and no second place.

Six island continents - Ruuskiy, Ch'in, Alemaunsch, the Umay Caliphate, the People's Union of Amerikoi Federation (U.F.A.P.), and Indostan - vie for global dominance in Total WarGear.

Develop and control technology - seaports, airfields, comm centers, and satellites - to recruit additional troops to your side and gain a tactical advantage over your rivals. Decide where and how quickly to expand to best harness your resources and exploit your opponents' weaknesses.

-------------------------------- Map Details ----------------------------------

Starting scenario:

Each player begins with 8 units on one of the six islands. All capitals begin with 1 unit, sea ports with 2, airfields with 4, comm centers with 3, and every other territory is vacant.

Vision:

This is a foggy map - only adjacent territories and unit counts are visible.

Capitals:

Each island has a capital (the star-shaped territory) that has powerful offensive and defensive capabilities. Capitals attack every territory on their island with 7-sided dice (artillery attacks to the seven territories that don't immediately border the capital). They also defend with 9-sided against their 3 surrounding territories. However, owning a capital opens you up to a new vulnerability - if a player loses his or her last capital, that player loses the game (33% unit assimilation for the conquering player).

Seaports and Airfields:

Each seaport may attack each other seaport. Seaports have no unit maximum.

Airfields attack other airfields. In addition, airfields may bomb all capitols with standard (d6 v d6) dice -- this is an artillery strike, and can only destroy enemy units, not actually conquer the territory. Airfields have a 10-unit maximum.

Satellites and Comm Centers:

Each satellite defends with only d4 and can attack all other satellites and its associated comm center. A satellite can lift the 'fog of war', allowing its owner to view all territories on its associated island. Comm centers have a 15-unit maximum.

Bonuses:

Each capitol is worth +3, each seaport, airfield, and comm center +1. Controlling all satellites yields +6 and controlling all ports, all airports, or all comm centers an additional +3 (total = +9).

Each island has a Hordes bonus system, where each territory provides a bonus of +1 if you control it and all neighboring territories (not including the capitals, seaports, airfields, and comm centers). This means that controlling an entire island will yield +10, but controlling only part of an island can yield a smaller bonus as well.

Miscellaneous:

  • 2 fortifies per turn, to any connected territory.
  • Card scale is 3,5,7,9,11,13,15,20,3,...
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowedUnlimited
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    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 CaptureOn
    Maximum number of cards allowed5
    Card values3,5,7,9,11,13,15,20,3,5,3
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 0 units per x territories ownedDisabled
    Minimum bonus units per turn1
    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
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %33
    Destroy unallocated CapitalsOn
    Number of units per Territory10
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countMedium
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 90
    Continents 88
    Advanced Features Artillery Borders
    One-way Borders
    Border Modifiers
    View Only Borders
    Capitals
     
    Board Settings
    Gameplay
    Available Players
    2 3 4 5
    6
    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 Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Monarchy
    Democracy
    Communism
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Red Default Default
    2 Green Default Default
    3 Blue Default Default
    4 Orange Default Default
    5 Purple Default Default
    6 Black Default Default
    7 Pink Default Default
    8 Yellow Default Default
    9 Brown Default Default
    10 Slate Default Default
    11 White Default Default

    Board Description

    Total SimulGear

    v 1.2

    There is no surrender, no mercy, and no second place.

    Six island continents - Ruuskiy, Ch'in, Alemaunsch, the Umay Caliphate, the People's Union of Amerikoi Federation (U.F.A.P.), and Indostan - vie for global dominance in Total WarGear.

    Develop and control technology - seaports, airfields, comm centers, and satellites - to recruit additional troops to your side and gain a tactical advantage over your rivals. Decide where and how quickly to expand to best harness your resources and exploit your opponents' weaknesses.

    -------------------------------- Map Details ----------------------------------

    NOTE: All border descriptions are in the format A% vs. D%, where A is the chance of success for each attacking unit, and D is the chance of success for each defending unit. Default is 60% vs. 75%.

    Starting scenario:

    Each player begins with 10 units on the capital city of one of the six islands. All sea ports begin with 2, airfields with 4, comm centers with 3, and every other territory is vacant.

    Vision:

    This is a foggy map - only adjacent territories and unit counts are visible.

    Capitals:

    Each island has a capital (the star-shaped territory) that has powerful offensive and defensive capabilities. Capitals attack every territory on their island at 75% vs. 60% (artillery attacks to the seven territories that don't immediately border the capital). They also defend at 50% vs. 90% against their 3 surrounding territories. If a player loses his or her last capital, that player loses the game (50% unit assimilation for the conquering player).

    Seaports:

    Each seaport may attack each other seaport at default odds. Seaports have no unit maximum.

    Airfields:

    Airfields attack other airfields at default odds. In addition, airfields may bomb all capitols at 75% vs. 75% -- this is an artillery strike, and can only destroy enemy units, not actually conquer the territory. Airfields have a 10-unit maximum.

    Satellites and Comm Centers:

    Each satellite has weak defense (attacked at 75% vs. 25%) and can attack all other satellites and its associated comm center at default odds. A satellite can lift the 'fog of war', allowing its owner to view all territories on its associated island. Comm centers have a 15-unit maximum.

    Bonuses:

    Each capitol is worth +3, each seaport, airfield, and comm center +1. Controlling all satellites yields +6 and controlling all ports, all airports, or all comm centers an additional +3 (total = +9).

    Each island has a Hordes bonus system, where each territory provides a bonus of +1 if you control it and all neighboring territories (not including the capitals, seaports, airfields, and comm centers). This means that controlling an entire island will yield +10, but controlling only part of an island can yield a smaller bonus as well.

    Miscellaneous:

  • Card scale is 5,6,7,8,...
  • Chance of attack success drops by 5% every 5 turns
  • Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesUnlimited
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turnUnlimited
    Turn OrderMost units on board goes first
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    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 CaptureOn
    Maximum number of cards allowed5
    Card values5,6,7,8,9,10,11,12,13,14,15
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 0 units per x territories ownedDisabled
    Minimum bonus units per turn1
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign FactoriesOff
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker75
    Fatigue: Chance of Attack success drops by5% per 5 turns

    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 %50
    Destroy unallocated CapitalsOn
    Number of units per Territory10
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countMedium
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone