111 Open Daily games
1 Open Realtime game
  • Rating:
  • Rating Score: 6.33 out of 10 [3 ratings]
  • Difficulty: Beginner
  • Created Date: 27th Jul 2018
  • Release Date: 8th Jul 2018
  • Games Played: 79

Design Information
Territories 53
Continents 17
Advanced Features Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Random
Capital Cities Off
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Vessel
Harvest
Shield
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition

Board Description

Welcome to KASHGAR and the ancient Silk Road.

For centuries, this network of trade routes tenuously connected the empires surrounding the Mediterranean Sea to the various cultures of the Far East. Merchants, traders, pilgrims and soldiers used these routes to transport everything from silks and spices to diamonds and rhubarb.

Now it can all be yours. Carve out a foothold for your fledgling kingdom. Establish centers of trade along the Silk Road. Then expand your empire and extend your cultural influence to every corner of the known world.

The KASHGAR board attempts to recreate this ancient era of conquest and trade. It also introduces the gaming elements of Trade Cities and Trade Routes. Consider them both as you determine your strategy.

TRADE CITIES:

Trade Cities can attack adjacent Trade Cities along the Trade Routes, regardless of surrounding territories. In this regard, they can provide a faster mode of movement across the board ? and into enemy territories. But remember, Trade Cities are not military fortifications, so the following rules apply:

Trade Cities are not needed for regular troop bonuses.

Each Trade City owned provides an additional troop bonus of +1.

All Trade Cities defend against surrounding territories with a dice modifier of -1, and have a maximum troop placement of 8.

There is no dice modifier when one Trade City attacks another along the Trade Routes.

THE SEA ROUTE:

Like Trade Cities, the Sea Route should be used to transport rather than fortify. For this reason, all sea route territories defend with a dice modifier of -1. Troop placement upon Sea Routes is unlimited.

THE EURASIAN STEPPES:

The rugged Northern passage between Macedonia and the empires of the East does not carry any bonus, troop limitations or dice modifiers.

Good luck and good dice.

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 territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
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 values4,6,8,10,12,14,16,18,20,22,24
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 owned3
Minimum bonus units per turn3
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 setupRandom
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