|
Seat |
Color |
Starting Cards |
Starting Bonus |
Win Condition |
1 |
Orange |
WA |
Default |
Default |
2 |
Green |
WB |
Default |
Default |
3 |
Purple |
WC |
Default |
Default |
Board Description
Subterfuge Duals Light
Gameplay: Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the other players to be eliminated on 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. These items can be taken in any order. 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, 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 6 locations (as opposed to 4 positions on the dark image).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 Type | Turn Based | Return to unit placement from attack | On | Return to attack after fortify | On | Number of attacks allowed | 10 | Number of fortifies allowed | 2 | Multiple attacks | On | Allow fortification | Connected | Allow abandonment of territories | On | Abandoned territories revert to neutral | End of Turn | Fog type | Medium | Allow override of fog setting | No | Game history | Show |
Team Settings
Teamplay Enabled | No | Team Vision | On | Team Unit Placement | Off | Team Unit Transfer | Off | Team Factory Production | Off |
Cards
Cards | On | Card Capture | On | Maximum number of cards allowed | 5 | Card values | 1,1,1,1,1,1,1,1,1,1,1 | Must capture non-empty territory to earn card | On | Card deck | A:18 B:18 C:18 W:4 |
Bonuses, Limits and Dice
Grant 1 unit per x territories owned | Disabled | Minimum bonus units per turn | 0 | Elimination bonus | 0 | Capturing of reserves on elimination | Off | Maximum reserve units | 0 | Maximum units per territory | Unlimited | Auto Assign Factories | | Number of sides on Attacker's Dice | 1 | Number of sides on Defender's Dice | 0 |
Initial Setup
Initial setup | Setup based | Lock seat colors | On | Lock seat order | Off | Lock starting bonus to: | Color | Allow seat selection | None | Capital cities | On | Capital city capture | On | Capital city unit assimilation % | 0 | Destroy unallocated Capitals | On | Number of units per Player | 0 | Decrease unit count per player | 0 | Initial unit count minimum | 0 | Territory selection | Automatic | Unit placement | Automatic | Neutral count | None | Neutral Factories | | Use team names defined in Colors | Off | Allow players to choose seats / teams | None |
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