117 Open Daily games
0 Open Realtime games
  • Status: Retired
  • Version: 16.0
  • Designer: Thingol
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 1st Jun 2019
  • Release Date: 3rd Oct 2018
  • Games Played: 29

Design Information
Territories 821
Continents 2709
Advanced Features Fortify Only Borders
One-way Borders
View Only Borders
Attack Only Borders
Artillery Borders
Board Settings
Gameplay Turn Based
Available Players
Card Sets Worth 1,1,1,1,1,1,1
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
Seat Color Starting Cards Starting Bonus Win Condition

Board Description


Duals Dark


Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 10 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. Consult the legend at bottom of the map. These items can be taken in any order - the numbers in the legend key are simply to help find their locations. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 3 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard magic item, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 4 locations.
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 3 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed10
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

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


    Card CaptureOn
    Maximum number of cards allowed5
    Card values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %0
    Destroy unallocated CapitalsOn
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone