Scenario B: Imperial Expansion
Earth as we know it has fallen. In the distant future, the planet's land masses have shifted, changed, and largely disappeared over time. Mankind endures, but exists in a constant state of regional warfare. The remaining tribes have centralized their resources and strength in capital cities. You must put an end to the bloodshed by putting down the other tribes once and for all.
In Capital Crusade: Scenario B, you will begin the game with 5 armies in a capital city, 5 armies in the the territory in which your capital is located, and two territories short of the full continent. Expand quickly, but protect your capital. At least one capital city is required in order to stay in the game.
Note the following rules:
- Capitals work as factories to generate 5 armies per turn.
- Capitals can attack all territories within their continental borders at +2.
- Capitals defend against ground attacks at +1.
- Capitals lift fog from all territories in neighboring continents.
- Capitals can attack capital cities in neighboring continents with artillery (at no added advantage or disadvantage). However, ground troops are required in order to capture a capital.
- 1 bonus army is granted for every 4 territories owned, with a minimum of 5 per turn.
Scenario B supports a maximum of 10 players. There are ten capital cities in which players may begin the game (all in continents with a 4 army bonus - They are listed below).
The 10 capital cities used as starting points are the following territories:
- Old Westminster (Greater Britannia)
- Kremlin Mocba (Eurasia)
- Narita (Nippon)
- Bulawayo (Afrikaa-Sud)
- Adelaide Center (Australasia)
- South Pole (Antarcticus)
- Malvinas (South Amerigo)
- Port Montevideo (Rio De La Plata)
- Montezuma's Castle (Pecos)
- Beaver (Alasgoa)
Take note that the 10 starting points are spaced out. The continents in which they are located do not border each other. If a potential starting point is not assigned, it begins neutral.
Bonuses, Limits and Dice