177 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 26.0
  • Designer: Thingol
  • Rating:
  • Rating Score: 6.00 out of 10 [3 ratings]
  • Difficulty: Intermediate
  • Created Date: 22nd Apr 2020
  • Release Date: 24th Aug 2012
  • Games Played: 243

Design Information
Territories 81
Continents 22
Advanced Features Border Modifiers
View Only Borders
One-way Borders
 
Board Settings
Gameplay Turn Based
Available Players
4 5 6 7
8 9 10
Card Sets Worth 8,8,8,8,8,8,8
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Grey Havens
Aragorn
The Lonely Mountain
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 SkyBlue Default Default
2 Pink Default Default
3 Brown Default Default
4 Green Default Default
5 Gray Default Default
6 Yellow Default Default
7 Purple Default Default
8 Orange Default Default
9 Navy Default Default
10 Red Default Default
11 Saruman Default Default
12 Gondor Default Default
13 Bluegrass Default Default

Board Description

Lord of the (Gear) Rings - Simple map

wikilinks page:

http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

(Based on Doom's Middle-Earth map from WF)

It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

Special Borders:

1) Special one-way attack locations:

Helm's Deep can attack to Erech (at disadvantage) thru The Paths of the Dead

Mithlond can attack to Minhiriath and Enedwaith.

2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows).

3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light and medium fog games.

Special Dice Modifiers:

1) Isengard and Umbar (sea-ward) and Grey Havens (sea-ward) attack with advantage.

2) Strongholds Minas Tirith, Helm's Deep and Moria defend with advantage.

3) Attacking across a mountainside pass is done at disadvantage.

4) The Grey Havens also enjoys a defensive advantage.

Scenarion Specialties:

  • Removes all but a couple one-way borders.
  • Removes @15 territories from the map.
  • Tunnel to Mordor is now two-way.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus15
    Capturing of reserves on eliminationOn
    Maximum reserve units25
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 111
    Continents 23
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
     
    Board Settings
    Gameplay
    Available Players
    4
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Minas Tirith
    Sauron
    Elves of the Last Alliance
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Elrond The Last Alliance W 12 Default
    2 Witch-King Forces of Sauron 10 Default
    3 Isildur The Last Alliance 14 Default
    4 Sauron Forces of Sauron W 10 Default

    Board Description

    Lord of the (Gear) Rings

    2nd Age Teams

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3428 of the 2nd Age and forces of Sauron are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago and has forged in secret the great rings of power along with the One Ring in his effort to enslave all free peoples. The Last Alliance is agreed upon between the Elven lords Gil-Galad and Elrond and the Dune-Edain king Elendil (with his sons Isildur and Anarion).

    This is the team version - Elrond, Isildur and Gil Galad vs Sauron and his ringwraith lieutenants, the Witch-King and Adunaphel.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Far Harad can attack the Underground Tunnel into Mordor

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks seaward with bonus.

    3) Sea of Rhun connects to Annuminas via underground tunnel.

    Special Dice Modifiers:

    Standard dice percentages are 60% for offensive hit ration and 70% for defensive.

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images. Capitols also have special one-way viewing to areas within their sphere.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Pre-Transfers:

    3 pre-transfer (fortify prior to issuing attack/transfer orders) allowed

    Note that transferred units can participate in attack in the same turn.

    Max Unit Counts:

    Most strongholds have a max unit count of 15 units (Umbar has 16, Easterling Camp has 12).

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (into S. Mordor) has a max unit count of 8.

    Very Special Note - if your capital is captured, you are eliminated and the conqueror assimilates 5% of your units (unless you have acquired more than one capital, in which case you survive until you lose all your capitals).

    Capitals (in gold):

    Witch-King --> Dol Guldor, Easterling Encampment

    Isildur --> Minas Tirith

    Sauron --> Barad-Dur/Mt. Doom

    Gil-Galad --> Mithlond, Rivendell

    First turn units for each player:

    Elrond 12

    Witch-King 10

    Isildur 14

    Sauron 10

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack moves3
    Allow reinforced units to attack in the same roundOn
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turn20
    Turn OrderSeat order
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned2
    Minimum bonus units per turn4
    Elimination bonus3
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    Maximum units per territory30
    Auto Assign Factories
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker70
    Fatigue: Chance of Attack success drops by1% per 3 turns

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %5
    Destroy unallocated CapitalsOff
    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 ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 99
    Continents 22
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4 5 6 7
    8 9 10
    Card Sets Worth 8,8,8,8,8,8,8
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Minas Tirith
    Umbar
    Grey Havens
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 SkyBlue Default Default
    2 Pink Default Default
    3 Brown Default Default
    4 Green Default Default
    5 Gray Default Default
    6 Yellow Default Default
    7 Purple Default Default
    8 Orange Default Default
    9 Navy Default Default
    10 Red Default Default
    11 Saruman Default Default
    12 Gondor Default Default
    13 Bluegrass Default Default

    Board Description

    Lord of the (Gear) Rings

    Basic Version

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

    It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

    Special Borders and Dice Modifiers:

    1) Special one-way attack locations:

    Helm's Deep can attack to Erech-Lamedon.

    Mithlond can attack Belegost and Minhiriath.

    2) Attacking across a mountain results in a disadvantage to the attacker (d6 vs d7).

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks seaward with advantage due to it's great port installations allowing for a large naval presence (d7 vs d6).

    3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

    4) Strongholds attack with artillery borders at radius 2 from them (not including other strongholds), not including oversea and mountainous territory.

    5) Strongholds (other than Isengard) defend with advantage (d7).

    6) Isengard attacks with advantage (d8) against adjacent spots and (d7) vs radius 2 spots.

    Max Unit Counts:

    Most strongholds have a max unit count of 20 units. Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    Card Sets:

    Generic value of 8 per set.

    Scenario specialties:

  • Removes several of the one-way borders.
  • Adds artillery-borders for Strongholds.
  • Removes tunnel into Mordor and one Misty Mountains location.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledYes
    Team VisionOn
    Team Unit PlacementOn
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units15
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 108
    Continents 26
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4 5 6 7
    8 9 10
    Card Sets Worth 4,6,8,10,4,6,4
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Gandalf
    Witch-King
    Aragorn
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Gondor Default Default
    2 Easterlings Default Default
    3 Harad Default Default
    4 Aragorn Default Default
    5 Gandalf Default Default
    6 Rohan Default Default
    7 Khand Default Default
    8 Lorien Default Default
    9 Legolas Default Default
    10 Gimli Default Default
    11 Dol Amroth Default Default
    12 Saruman Default Default
    13 Enygma Default Default

    Board Description

    Lord of the (Gear) Rings

    Basic Complete version

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

    It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Mordor, in the SE, can attack thru an Underground Tunnel into Far Harad (at penalty)

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks sea-ward with bonus.

    3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

    Special Dice Modifiers:

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Max Unit Counts:

    Most strongholds have a max unit count of 15 units.

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (from S. Mordor to Harad) has a max unit count of 8.

    Scenario Specialties:

    1) Adds the regionss of Khand and Forodwaith.

    This changes gameplay in the East and SouthEast as Khand borders Mordor, Rhun and

    Harad. In the North, Forodwaith borders Arnor as well as Rhovanion and Rhun.

    2) Additionally, if a player controls Mordor, Harad, Umbar, Rhun and Khand, the player

    receives the Eastern Shadow bonus of 5. A player who controls both Gondor and Rohan

    will receive the Realms of Gondor bonus of 5.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values4,6,8,10,4,6,8,10,4,6,4
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units15
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 101
    Continents 22
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4 5 6 7
    8 9 10
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Gandalf at Minas Tirith
    Witch King
    Aragorn
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 SkyBlue Default Default
    2 Pink Default Default
    3 Brown Default Default
    4 Mad Bomber Default Default
    5 Gimli Default Default
    6 Slander Default Default
    7 Kjeld Default Default
    8 Johasi Default Default
    9 Andernut Default Default
    10 Lime Default Default
    11 Thingol Default Default
    12 Enygma Default Default
    13 Weathertop Default Default

    Board Description

    Lord of the (Gear) Rings

    Original Default Version

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

    It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Far Harad can attack the Underground Tunnel into Mordor

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks sea-ward with bonus.

    3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

    Special Dice Modifiers:

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Max Units Counts:

    Most strongholds have a max unit count of 15 units.

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (into S. Mordor) has a max unit count of 8.

    Other Notes:

    Unlimited Reserves

    Elimination bonus of 15

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    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 values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus15
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 101
    Continents 72
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4 5 6 7
    8 9 10
    Card Sets Worth 10,10,10,10,10,10,10
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Gandalf at Minas Tirith
    Witch King
    The Argonnath
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 SkyBlue Default Default
    2 Pink Default Default
    3 Brown Default Default
    4 Mad Bomber Default Default
    5 Gimli Default Default
    6 Slander Default Default
    7 Kjeld Default Default
    8 Johasi Default Default
    9 Andernut Default Default
    10 Lime Default Default
    11 Thingol Default Default
    12 Enygma Default Default
    13 Weathertop Default Default

    Board Description

    Lord of the (Gear) Rings

    Stronghold Factories

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

    It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Far Harad can attack the Underground Tunnel into Mordor

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks sea-ward with bonus.

    3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

    Special Dice Modifiers:

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Max Unit Counts:

    Most strongholds have a max unit count of 15 units.

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (into S. Mordor) has a max unit count of 8.

    Scenario Specialties:

    1) Factory version places a bonus unit for each territory (or small bonus area) in the region of the stronghold owned by the controlling player.

  • Angmar factories: Hithaelgir, Mount Gundabad, Emyn Uial, Arthedain, Weathertop, The High Pass.
  • Rivendell factories: The Angle, Trollshaws, Weathertop, The High Pass, Eregion, Stone Trolls.
  • Moria factories: Stone Trolls, Eregion, Caradhras, The Gladden Fields.
  • Isengard factories: Dunland, Tharbad, Gap of Rohan, Fords of the Isen.
  • Helm's Deep factories: Fords of the Isen, the Wold, the Eastfold, Edoras, the Westfold.
  • Umbar factories: Harnen, Poros, Pelargir, Near Harad, Harondor
  • Minas Tirith factories: Pelargir, Anorien, Ithilien, Lebennin, Osgiliath.
  • Barad-Dur factories: Warg Kennels, Orc War Camp, Fell Beast's Lair, Mt. Doom, The Black Gate.
  • Dol Guldor factories: Gladden Fields, Elf Watch Post, Old Forest Road, Spider's Nest, Amon Hen, Emyn Muil.
  • Lorien factories: Fangorn Forest, Amon Hen, Gladden Fields, Derndingle.
  • 2) Card sets are worth 10.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    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 values10,10,10,10,10,10,10,10,10,10,10
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units15
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 111
    Continents 22
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Attack Only Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4 5 6 7
    8 9 10
    Card Sets Worth 10,10,10,10,10,10,10
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Enabled
    Fog Setting Heavy
    Fog Override Disabled
    Open Games 0
     
    Cards
    Gandalf
    Witch-King
    Aragorn
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 SkyBlue Default Default
    2 Pink Default Default
    3 Brown Default Default
    4 Green Default Default
    5 Gimli Default Default
    6 Slander Default Default
    7 Johasi Default Default
    8 Kjeld Default Default
    9 Navy Default Default
    10 Andernut Default Default
    11 Saruman Default Default
    12 Thingol Default Default
    13 Enygma Default Default
    14 Weathertop Default Default

    Board Description

    Lord of the (Gear) Rings

    Towers version

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

    It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Far Harad can attack the Underground Tunnel into Mordor

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks sea-ward with bonus.

    3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

    Special Dice Modifiers:

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Max Unit Counts:

    Most strongholds have a max unit count of 15 units.

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (into S. Mordor) has a max unit count of 8.

    Scenario Specialties:

    1) Map fog level is heavy and is not overridable

    2) 10 new 'towers' have been added to the map. These locations have a visibility

    radius of 2 (notwithstanding mountain ranges and oceans). Max unit count is

    1 unit and defends with d4 (attacker has d6) and can only be attacked by the

    territory it resides in.

    3) To increase the importance of the towers, the line-of-sight for strongholds is

    restricted to adjacent territories for this scenario.

    4) Card sets are worth 10

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeHeavy
    Allow override of fog settingNo
    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 values10,10,10,10,10,10,10,10,10,10,10
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units15
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 101
    Continents 23
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Attack Only Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    5 6 7 8
    9 10
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Saruman
    Orthanc
    Uruk-Hai
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 SkyBlue Default Default
    2 Pink Default Default
    3 Brown Default Default
    4 Mad Bomber Default Default
    5 Gimli Default Default
    6 Slander Default Default
    7 Johasi Default Default
    8 Kjeld Default Default
    9 Navy Default Default
    10 Andernut Default Default
    11 Isengard Default Default
    12 Thingol Default Default
    13 Enygma Default Default
    14 Weathertop Default Default

    Board Description

    Lord of the (Gear) Rings

    Tower of Orthanc edition

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3019 of the 3rd age and forces are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago. And, if that wasn't peril enough, the corrupt wizard Curunir has arisen in might in Isengard and seeks to assert his own dominance by securing the 'One Ring.'

    It is up to you to find the courage to build an army of men, elves, dwarves or hobbits and restore peace to Middle Earth...for oft help comes from the hands of the weak when the wise falter.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Far Harad can attack the Underground Tunnel into Mordor

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks sea-ward with bonus.

    3) Possessing a stronghold allows viewing of ownership of other nearby strongholds and, in some instances, additional ranges (ie - Minas Tirith can view all territories within Gondor). This is very important in the light fog game.

    Special Dice Modifiers:

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Max Unit Counts:

    Most strongholds have a max unit count of 15 units.

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (into S. Mordor) has a max unit count of 8.

    Scenario Specialties:

    1) The Tower of Orthanc - Isengard can view the entire map.

    2) Isengard also yields a factory bonus of +2 if a player retains it at start of their

    turn.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOn
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned3
    Minimum bonus units per turn4
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve units15
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 101
    Continents 27
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Attack Only Borders
     
    Board Settings
    Gameplay
    Available Players
    4
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Erebor & City of Dale
    Minas Tirith
    Grey Havens
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 The Balrog Bad dude Default Default
    2 Dain Good guys Default Default
    3 Dunedain Good guys Default Default
    4 Elves Good guys Default Default

    Board Description

    Lord of the (Gear) Rings

    Shadow of the Balrog

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    This is a special 3vs1 scenario - the Balrog of Moria has re-emerged. He was not killed in battle with Gandalf after all. Now, the dwarves of King Dain, men of Minas Tirith and remaining elves in the Grey Havens have banded together to try to stamp out this evil once and for all. Unfortunately, the Balrog has unearthed a special orc-breeding apparatus and is putting it to good use, breeding orcs at a phenomenal pace.

    Differences from basic map:

    1) Moria has a regular bonus of 5 (up from 1) and also has a factory bonus of 5.

    2) Carahras has a factory bonus of 2.

    3) Moria has a special one-way border to Caradhras.

    4) Capitols are in play and if the player loses his capitol (gold symbol), he's eliminated:

    Balrog - capitol is at Moria

    Elves - capitol is at Mithlond

    Dain - capitol is at Erebor

    Dunedain(men) - capitol is at Minas Tirith

    5) Extra bonuses for Balrog - +3 for any captured enemy capital

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack movesUnlimited
    Allow reinforced units to attack in the same roundOff
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turnUnlimited
    Turn OrderSeat order
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned2
    Minimum bonus units per turn4
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units15
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker70
    Fatigue: Chance of Attack success drops by0% per 1 turns

    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 Territory4
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsNone

    Design Information
    Territories 111
    Continents 23
    Advanced Features Border Modifiers
    View Only Borders
    One-way Borders
    Fortify Only Borders
    Artillery Borders
    Factories
    Attack Only Borders
     
    Board Settings
    Gameplay
    Available Players
    6
    Card Sets Worth 5,5,5,5,5,5,5
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Minas Tirith
    Sauron
    Elves of the Last Alliance
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Elrond The Last Alliance W 10 Default
    2 Witch-King Forces of Sauron 10 Default
    3 Isildur The Last Alliance 14 Default
    4 Sauron Forces of Sauron W 10 Default
    5 Gil-Galad The Last Alliance 5 Default
    6 Adunaphel Forces of Sauron W 7 Default

    Board Description

    Lord of the (Gear) Rings

    2nd Age Teams

    wikilinks page:

    http://www.wargear.net/wiki/doku.php?id=boards:lotgr_lord_of_the_gear_rings:lotgr_lord_of_the_gear_rings

    (Based on Doom's Middle-Earth map from WF)

    It is the year 3428 of the 2nd Age and forces of Sauron are on the move everywhere. Sauron threatens to cover the lands with a darkness that hasn't been seen since the days of Melkor, many ages ago and has forged in secret the great rings of power along with the One Ring in his effort to enslave all free peoples. The Last Alliance is agreed upon between the Elven lords Gil-Galad and Elrond and the Dune-Edain king Elendil (with his sons Isildur and Anarion).

    This is the team version - Elrond, Isildur and Gil Galad vs Sauron and his ringwraith lieutenants, the Witch-King and Adunaphel.

    Special Borders:

    1) Special one-way attack locations:

    Isengard can attack Helms Deep, Moria and Fangorn Forest (not all shown on map)

    Helm's Deep can attack to Erech

    Mithlond can attack Belegost and Minhiriath.

    Far Harad can attack the Underground Tunnel into Mordor

    2) Umbar can attack and be attacked by Anfalas, Dol Amroth and Pelargir (as indicated by two-way maroon arrows). Umbar attacks seaward with bonus.

    3) Sea of Rhun connects to Annuminas via underground tunnel.

    Special Dice Modifiers:

    Standard dice percentages are 60% for offensive hit ration and 70% for defensive.

    1) Isengard attacks with advantage.

    2) Several strongholds defend with advantage: These include Helms Deep, Angmar, Rivendell, Dol Guldor, Moria, Minas Tirith, Barad-Dur, Lorien and Umbar. Strongholds are denoted with small castle images. Capitols also have special one-way viewing to areas within their sphere.

    3) Other locations (such as along Mordor's borders and Grey Havens) also enjoy defensive advantage.

    Pre-Transfers:

    3 pre-transfer (fortify prior to issuing attack/transfer orders) allowed

    Note that transferred units can participate in attack in the same turn.

    Max Unit Counts:

    Most strongholds have a max unit count of 15 units (Umbar has 16, Easterling Camp has 12).

    Isengard has a unit max of 25.

    Mithlond (Grey Havens) has a max unit count of 25 units.

    The secret tunnel (into S. Mordor) has a max unit count of 8.

    Very Special Note - if your capital is captured, you are eliminated and the conqueror assimilates 5% of your units (unless you have acquired more than one capital, in which case you survive until you lose all your capitals).

    Capitals (in gold):

    Elrond --> Rivendell

    Witch-King --> Dol Guldor

    Isildur --> Minas Tirith

    Sauron --> Barad-Dur/Mt. Doom

    Gil-Galad --> Mithlond

    Adunaphel --> Easterling Encampment

    First turn units for each player:

    Elrond 10

    Witch-King 10

    Isildur 14

    Sauron 10

    Gil-Galad 5

    Adunaphel 7

    Gameplay Settings

    Gameplay TypeSimulGear
    Allow reinforcement moves before attack moves3
    Allow reinforced units to attack in the same roundOn
    Allow order overloadingOff
    Allow unit pumpingOn
    Maximum number of orders allowed per turn20
    Turn OrderSeat order
    Allow fortificationBordered
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOff

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values5,5,5,5,5,5,5,5,5,5,5
    Must capture non-empty territory to earn cardOff
    Card deckA:15 B:15 C:15 W:3

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned2
    Minimum bonus units per turn4
    Elimination bonus3
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    Maximum units per territory30
    Auto Assign Factories
    Chance of an attacker killing a defender60
    Chance of a defender killing an attacker70
    Fatigue: Chance of Attack success drops by1% per 3 turns

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionSeats
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %5
    Destroy unallocated CapitalsOff
    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 ColorsOn
    Allow players to choose seats / teamsSeats