84 Open Daily games
2 Open Realtime games
  • Status: Live
  • Version: 4.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 7.55 out of 10 [47 ratings]
  • Difficulty: Intermediate
  • Created Date: 16th May 2010
  • Release Date: 28th Jan 2010
  • Games Played: 1018

Design Information
Territories 95
Continents 26
Advanced Features View Only Borders
One-way Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
3 4 5 6
7 8 9 10
Card Sets Worth 20,25,30,35,40,50,20
Territory Selection Simultaneous
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
 
Cards
Duty
Fear
Love
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition

Board Description

Story:

Enter the Ancient Isles of Kjeldor as they were in olden days of myth

and legend where the heroes (and the battles) were larger than life.

Fight as a raging warchief, a righteous prophet, or just a straight up

stone-cold killer. Whatever your mettle, test your battle prowess in

this epoch of constant strife, copious bloodshed, and all-around chaos

as the gods (and a few titans) shook the very earth with their

colossal combat.

Go forth, gather your warriors, zealots, and peeps to your battle

standard, and wage war upon the heathen hordes!

Gameplay:

High unit counts:

If the histories are to be believed, the great feats of yesteryear

make Hercules and his twelve labors look like little Johnny doing his

weekend chores. In the Golden Age, everything was HUGE – the warriors,

the heroes, the weapons, and the stakes. Beyond enormous, beyond

gargantuan, beyond titanic. Back then, war was downright

brobdingnagian.

Each continent gives HUGE bonuses, ranging from +10 to +70. The

minimum per-turn unit bonus is set to 20, and all territories start

with 10 units. To balance the attacker advantage with high troop

counts, default dice are 4-sided.

Heavy fog:

The Isles have always been extremely misty, and the added weight of

endless aeons clouds the vision of all but the most devout clerics.

Players can only see neighboring territories, so plan accordingly.

Shrines:

Build a shrine to the gods of your land and they will grant you the

strength of avatars and divine vision to pierce the thick fog around

you.

  • Controlling a shrine grants vision up to three territories beyond the borders of the shrine’s associated continent.
  • Shrines can attack any other shrine with default 4-sided dice.
  • Shrines cannot attack normal territories – shrines are observational only!
  • Shrines are not included in the labeled continent bonuses, but will
  • add 33% (rounded up) to the total bonus received from their continent.
  • Each shrine begins the game with 20 neutral units, which is also the unit max.
  • Units sacrificed to a shrine cannot be returned to the normal field of battle, and are stuck in the shrine network. The unit max helps protect against accidentally tranferring an entire army into a shrine.
  • Attacking over water:

    Said to be spawned from the nether abysses by Cthulu himself, the vast

    behemoths that lived beneath the seas surrounding the Isles made

    seafaring a risky venture. Many a warrior was lost in that age to the

    rampages of krakens and other unnamed leviathans.

    Sea attacks - from an island to the mainland or between

    islands - are resolved with 5-sided (attacker) versus 6-sided

    (defender) dice.

    Simultaneous territory selection:

    Everyone had a fair shot at glory in Ancient Kjeldor. Well, as long as

    they were mighty enough to survive the roaming dire wolves. And the

    hell bears. And the Lovecraftian lumbering horrors…

    Players bid against their opponents for their starting territory locations. Neutral count is medium, so a fair number of territories will start with 10 neutral units.

    Cards:

    Pervasive violence and endless war required incredible reserves of

    charisma from the Kjeldoran warlords. Whether through inspiring the

    unquestioning love of their people, ruling through the iron fist of

    fear, or invoking the righteous sense of duty in their followers,

    these leaders used whatever means possible to raise hordes the ferocity

    of which have not been seen in many an age.

    The card scale begins at 20, and increases in increments of 5 until it reaches 40, after which it increments by 10 until reseting back to 20 after reaching 100.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowedUnlimited
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationBordered
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeHeavy
    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 allowed6
    Card values20,25,30,35,40,50,60,70,80,90,20
    Must capture non-empty territory to earn cardOff
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned2
    Minimum bonus units per turn20
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign FactoriesOff
    Number of sides on Attacker's Dice4
    Number of sides on Defender's Dice4

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOff
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory10
    Territory selectionSimultaneous
    Unit placementAutomatic
    Neutral countMedium
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone