192 Open Daily games
0 Open Realtime games
  • Status: Retired
  • Version: 6.0
  • Designer: Korrun
  • Rating:
  • Rating Score: 7.35 out of 10 [17 ratings]
  • Difficulty: Advanced
  • Created Date: 28th Jan 2016
  • Release Date: 1st Mar 2015
  • Games Played: 0

Design Information
Territories 806
Continents 802
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 5,5,5,5,6,6,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Total
Fog Override Enabled
Open Games 0
 
Cards
Infantry
Artillery
Supplies
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Americans Default Capture Territory American Win
2 British Default Capture Territory Washington DC

Board Description

The Battle of Bladensburg

our great shame

In August, 1814, Major General Robert Ross led veterans of the Napoleonic wars against several groups of American militia. Unfortunately for the Americans, Brigadier General Tobias Stansbury abandoned his position on Lowndes Hill and neglected to burn the bridge after withdrawing his troops to the west. After a series of miscommunications and strategic blunders, the American militias broke and fled allowing the British to march on Washington D.C.

Goal

  • British must burn the capital of Washington D.C. Washington D.C. is a capital territory with 8 units defending it. These units cannot be moved out of Washington D.C. or replenished.
  • Americans must secure Bladensburg by owning all 5 road entrances at the start of their turn. Alternatively the Americans may eliminate all British troops.
  • Rules

  • d7 dice are standard
  • Placement is only allowed on the 5 road territories at the edge of the board.
  • 6 attacks
  • 3 fortifies to any connected
  • Return to fortify
  • Max 20 units per Infantry territory, 12 units per Artillery Territory
  • Abandon on reverts to neutral immediately (avoid using the T button)
  • Bonuses

  • In hand bonus: 4 armies, can only be placed at road ends.
  • Entrenchment bonus (factory): 1 army added to each Infantry and Artillery territory per turn up to a maximum of 10 for Infantry and 12 for Artillery.
  • Territory Types

    Each hex is divided up into 8 sections.

  • Infantry: The small interior hex. Attacks all other parts of the same hex and the adjacent infantry territories. Cannot attack across water unless a bridge is present. Attacks adjacent infantry territories. 20 unit maximum. Entrenchment bonus adds 1 unit at the beginning of each turn up to 10 units.
  • Artillery: The 6 outside edges of each hex. Artillery attacks infantry territories up to two spaces away in a straight line. Attacks with a +1 dice advantage from Fields and Forests and with +2 from Hills. Can not attack the other side of hills or forests. 12 unit maximum. Entrenchment bonus adds 1 unit at the beginning of each turn up to 12 units.
  • Scout: Small circle in the middle. 1 unit maximum. Can see all territories up to two spaces away in all directions. Will be autocaptured at the beginning of your turn by the infantry territory of the same hex.
  • Terrain Types

  • Hills: +1 attack and defense for both Infantry and Artillery. Artillery can not attack to the other side of a Hill.
  • Forests: Scouts can not see into Forests. Infantry have +1 attack to Fields and Roads. And -1 attack to other Forests. Artillery can not attack to the other side of a Forest.
  • Roads: Infantry attack with standard d7 dice along Roads, except where there is a Bridge. Attacks Fields, Forests, Hills, between different Roads, and across Bridges at -1.
  • Fields: Attack Roads with standard dice. Attacks other Fields, Forests, and Hills with -1 penalty.
  • Water: Infantry can not attack across water unless there is a Bridge. Infantry attack at -1 across Bridges. Artillery and Scouts are not affected by water.
  • Strategy Tips

  • Be careful to not accidentally abandon a territory. Avoid using the 'T' button.
  • Artillery are only helpful in specific situations. Avoid over using them.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed6
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralImmediately
    Fog typeTotal
    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 values5,5,5,5,6,6,6,6,7,7,7
    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 turn4
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice7
    Number of sides on Defender's Dice7

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOff
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    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