199 Open Daily games
2 Open Realtime games
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 5th Jul 2013
  • Release Date: n/a
  • Games Played: 1
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Design Information
Territories 71
Continents 336
Advanced Features One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
3 4 5
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Starting Cards Starting Bonus Win Condition
1 Dark Blue Default Default
2 Light Blue Default Default
3 Cyan Default Default
4 Dark Green Default Default
5 Light Green Default Default
6 Yellow Default Default
7 Orange Default Default
8 Dark Brown 0 Default
9 Light Brown 0 Default
10 Purple Default Default
11 Pink Default Default

Board Description

Betrayal

[In Betrayal, you must make friends and form alliances to get ahead, and break them to win!]

The lords of the near lands were called by the demigods of Fad'Dohman, the All-World, to a meeting of unknown intent. Decades have passed, and their throwns sit cold and empty. Though most people are happy leading a quiet self-undulgent existence. Some, however, lust for the power waiting in empty halls strewn across the continent. You are among the power hungry, and rumors abound that several more like you are making claims to misplaced and forgotten titles. You must act now, or be among those many forgotten by history; lost among the unwritten pages of the time without heroes.

Move out from the safety of your quiet villages. Generations with absent lords left the land peaceful, and with that rest came complacency. Virtually any attack is won by those who strike early - before the children of this new age take down swords from the mantles and dust their rusty armor for battle.

[Attacks from village to village kill 80% of defenders. 20% of attackers can expect to die.]

Lay claim to a caisteal. From this fortified position, you can make allies and trade partners. You may also accept the sworn fealty of those who would fight in your name, but wish not to wear a crown. Choose who may pass in the shadow of your mighty walls. Take note, though, as a newly minted noble, you will no longer have time to attend to business in your villages, and they will suffer from attrition and neglect. Remember, though, that, regardless of the oath sworn, all trade partners and fealty are given access to your thrown room, and only one may claim the thrown of all the near-lands.

[Attacks from villages to the castle gates kill only 20%, and 80% of such attackers can expect to die. You may, however, abandon the gate in order to let villagers pass through on their way to other nearby towns. Your castle is vulnerable to attack from those in the gatehouse, but if they lose your trust, you can expel them with 100% success.

Each castle has 3 marketplace.

Markets

Your marketplaces can be accessed via attack borders from any of the other castles, and your castle can access any of the other markets. Attacks against units held in the markets will fail 100% of the time. Attacks from a castle to its own market will succeed 100% of the time. As such, you must then open the markets from the inside to allow the other lords in. You will not be able to stop any lord from moving into one of your markets once you leave it empty, but by carefully coordinating with your allies, you can time the removal of your piece in the reinforcment phase (by moving your army out of the market and back into the castle) with their "attack" orders.

Of course, if someone sneaks in and steals a trade you meant for another, you can always expel them on your next turn. Just make sure to put that order in early, lest the thief become an assasssin!

When you let another lord into your marketplace, they will receive a bonus of 3 armies. Of course, you didn't open a trade line without demanding one in return... right?!

Attacks from a marketplace to the castle succeed at a rate of 50%, and 50% of attackers can expect to die. Attacks from the castle to its own markets succeed at a rate of 100% and no attackers should expect to die.

While you shouldn't expect the limited number of units in a single market to be able to attack and claim your castle from you, the risk of losing your castle to a scummy trade partner increases if you share many markets with the same person or their allies.

Attrition and Neglect

If you claim a castle, all of your villages will receive a -1 factory bonus every turn. You may find it advantageous at this point to try and consolidate your villages or create a vast trade network in order to sustain the population. ]

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 territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
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 ownedDisabled
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
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 %50
Destroy unallocated CapitalsOff
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