146 Open Daily games
4 Open Realtime games
  • Rating:
  • Rating Score: 9.36 out of 10 [14 ratings]
  • Difficulty: Beginner
  • Created Date: 5th Jan 2016
  • Release Date: 4th Oct 2015
  • Games Played: 627

Design Information
Territories 132
Continents 49
Advanced Features Border Modifiers
Artillery Borders
One-way Borders
View Only Borders
Factories
Capitals
 
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 4,5,6,7,8,9,10
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
Army
Artillery
Capital City
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Britannians 5 Default
2 Europaans 5 Default
3 Amerigans 5 Default
4 Iberians 5 Default
5 Eurasians 5 Default
6 Nippons 5 Default
7 Alasgans 5 Default
8 Sudafrikaans 5 Default
9 Tejans 5 Default
10 Latoans 5 Default
11 Pecotes 5 Default
12 Bajaans 5 Default
13 South Amerigans 5 Default
14 Wastelandites 5 Default
15 Antarcticanes 5 Default
16 Tazmaniaans 5 Default

Board Description

Scenario A: Build An Empire

Earth as we know it has fallen. In the distant future, the planet's land masses have shifted, changed, and largely disappeared over time. Mankind endures, but exists in a constant state of regional warfare. The remaining tribes have centralized their resources and strength in capital cities. You must put an end to the bloodshed by putting down the other tribes once and for all.

In Capital Crusade: Scenario A, You will begin with a random territory deal, but no capital. Once you capture a capital, know that you must protect it.

Note the following rules:

- Capitals work as factories to generate 5 armies per turn.

- Capitals can attack all territories within their continental borders at +2.

- Capitals defend against ground attacks at +1.

- Capitals lift fog from all territories in neighboring continents.

- Capitals can attack capital cities in neighboring continents with artillery (at no added advantage or disadvantage). However, ground troops are required in order to capture a capital.

- 1 bonus army is granted for every 4 territories owned, with a minimum of 5 per turn.

Scenario A supports a full 16 players.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
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 ProductionOn

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
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 owned4
Minimum bonus units per turn5
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 setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory2
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 132
Continents 49
Advanced Features Border Modifiers
Artillery Borders
One-way Borders
View Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 1 [View]
 
Cards
Army
Artillery
Capital City
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Britannians 0 Default
2 Europaans 0 Default
3 Amerigans 0 Default
4 Iberians 0 Default
5 Eurasians 0 Default
6 Nippons 0 Default
7 Alasgans 0 Default
8 Sudafrikaans 0 Default
9 Tejans 0 Default
10 Latoans 0 Default
11 Pecotes 0 Default
12 Bajaans 0 Default
13 South Amerigans 0 Default
14 Wastelandites 0 Default
15 Antarcticanes 0 Default
16 Tazmaniaans 0 Default

Board Description

Scenario B: Imperial Expansion

Earth as we know it has fallen. In the distant future, the planet's land masses have shifted, changed, and largely disappeared over time. Mankind endures, but exists in a constant state of regional warfare. The remaining tribes have centralized their resources and strength in capital cities. You must put an end to the bloodshed by putting down the other tribes once and for all.

In Capital Crusade: Scenario B, you will begin the game with 5 armies in a capital city, 5 armies in the the territory in which your capital is located, and two territories short of the full continent. Expand quickly, but protect your capital. At least one capital city is required in order to stay in the game.

Note the following rules:

- Capitals work as factories to generate 5 armies per turn.

- Capitals can attack all territories within their continental borders at +2.

- Capitals defend against ground attacks at +1.

- Capitals lift fog from all territories in neighboring continents.

- Capitals can attack capital cities in neighboring continents with artillery (at no added advantage or disadvantage). However, ground troops are required in order to capture a capital.

- 1 bonus army is granted for every 4 territories owned, with a minimum of 5 per turn.

Scenario B supports a maximum of 10 players. There are ten capital cities in which players may begin the game (all in continents with a 4 army bonus - They are listed below).

The 10 capital cities used as starting points are the following territories:

- Old Westminster (Greater Britannia)

- Kremlin Mocba (Eurasia)

- Narita (Nippon)

- Bulawayo (Afrikaa-Sud)

- Adelaide Center (Australasia)

- South Pole (Antarcticus)

- Malvinas (South Amerigo)

- Port Montevideo (Rio De La Plata)

- Montezuma's Castle (Pecos)

- Beaver (Alasgoa)

Take note that the 10 starting points are spaced out. The continents in which they are located do not border each other. If a potential starting point is not assigned, it begins neutral.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
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 ProductionOn

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
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 owned4
Minimum bonus units per turn5
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 setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory2
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone