199 Open Daily games
2 Open Realtime games
  • Rating:
  • Rating Score: 7.80 out of 10 [10 ratings]
  • Difficulty: Intermediate
  • Created Date: 2nd Jun 2010
  • Release Date: 28th Jun 2011
  • Games Played: 573

Design Information
Territories 56
Continents 18
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8
Card Sets Worth 10,11,12,13,14,15,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Gatehouse
Tower
Bailey
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Purple Default Default
2 Orange Default Default
3 Red Default Default
4 Green Default Default
5 Blue Default Default
6 Black Default Default
7 Grey Default Default
8 Cyan Default Default
9 Lime Default Default
10 Pink Default Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Supported by the brawn and taxes of the peasants, the feudal baron and his wife would seem to have had a comfortable life in their Fortress. However, a visitor to a medieval castle saw things a bit differently.

As he approached the Lords fortress, he would have to cross the drawbridge over the moat full of putrefying waste and approach the narrow doorway, which was usually closed to all visitors. If this visitor held up to the suspicious nature of the sentry and was admitted, the iron portcullis would rise slowly on its creaking pulleys. The heavy, wooden doors now swung open, and he found himself in the courtyard, or Bailey, where his view was commanded by the great central tower of the capital Keep.

At the summit of the Keep rose Towers from where at dawn the watchmen atop them blew a blast on their bugles to awaken the castle and throughout the rest of the day surveyed the goings-on below. As the visitor walked about the courtyard, he came upon the corner rooms, used as the lord's familys residence in time of peace. The Barracks, the Storehouse, the Stables together with the Gatehouse surrounded the walls of the courtyard and were collectively known as the Inner Court.

During times of war, this mirroring Fortress turned from bad to worse for food supplies were scarce and plague was very frequent. Movement throughout the Fortress became much more difficult in times of war. The corner rooms were where the Ladys honor and other family members are defended most fastidiously, the best way of gaining entrance was to use the artillery attacks from the Towers. As one can imagine, the Bailey was the only way from place to place and thus was easily attacked. However, if one could gain control of the rest of the Inner Court, it would contain all the buildings necessary for the support of the lord's servants and soldiers.

Below, two stories underground, lay the Oubliette (or dungeon), dark, damp, and dirty. But it was also a way to sneak from one Gatehouse to another. If one could control this divided passageway it would limit travel and act as an impromptu barracks.

------------------------------------------------------------------------------------------------

Bailey = +1

Inner Court = +2

All four Towers = +2

Each Corner = +3

North half of Oubliette = +5

South half of Oubliette = +5

Keep (a capital) = +10

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
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 values10,11,12,13,14,15,16,17,18,19,20
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 owned3
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
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 CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 56
Continents 18
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth 10,11,12,13,14,15,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Gatehouse
Tower
Bailey
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Purple Default Default
2 Orange Default Default
3 Red Default Default
4 Green Default Default
5 Blue Default Default
6 Black Default Default
7 Grey Default Default
8 Cyan Default Default
9 Lime Default Default
10 Pink Default Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Supported by the brawn and taxes of the peasants, the feudal baron and his wife would seem to have had a comfortable life in their Fortress. However, a visitor to a medieval castle saw things a bit differently.

As he approached the Lord’s fortress, he would have to cross the drawbridge over the moat full of putrefying waste and approach the narrow doorway, which was usually closed to all visitors. If this visitor held up to the suspicious nature of the sentry and was admitted, the iron portcullis would rise slowly on its creaking pulleys. The heavy, wooden doors now swung open, and he found himself in the courtyard, or Bailey, where his view was commanded by the great central tower of the capital Keep.

At the summit of the Keep rose Towers from where at dawn the watchmen atop them blew a blast on their bugles to awaken the castle and throughout the rest of the day surveyed the goings-on below. As the visitor walked about the courtyard, he came upon the corner rooms, used as the lord's family’s residence in time of peace. The Barracks, the Storehouse, the Stables together with the Gatehouse surrounded the walls of the courtyard and were collectively known as the Inner Court.

During times of war, this mirroring Fortress turned from bad to worse for food supplies were scarce and plague was very frequent. Movement throughout the Fortress became much more difficult in times of war. The corner rooms were where the Lady’s honor and other family members are defended most fastidiously, the best way of gaining entrance was to use the artillery attacks from the Towers. As one can imagine, the Bailey was the only way from place to place and thus was easily attacked. However, if one could gain control of the rest of the Inner Court, it would contain all the buildings necessary for the support of the lord's servants and soldiers.

Below, two stories underground, lay the Oubliette (or dungeon), dark, damp, and dirty. But it was also a way to sneak from one Gatehouse to another. If one could control this divided passageway it would limit travel and act as an impromptu barracks.

------------------------------------------------------------------------------------------------

This has the same initial setup as the 'original' scenario but with the continents of the 'default' scenario.

Bailey = +1

Inner Court = +2

All four Towers = +2

Each Corner = +3

North half of Oubliette = +5

South half of Oubliette = +5

Keep (a capital) = +10

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
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 values10,11,12,13,14,15,16,17,18,19,20
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 owned3
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
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 CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 56
Continents 34
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth 10,11,12,13,14,15,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Gatehouse
Tower
Bailey
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Purple Default Default
2 Orange Default Default
3 Red Default Default
4 Green Default Default
5 Blue Default Default
6 Black Default Default
7 Grey Default Default
8 Cyan Default Default
9 Lime Default Default
10 Pink Default Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Supported by the brawn and taxes of the peasants, the feudal baron and his wife would seem to have had a comfortable life in their Fortress. However, a visitor to a medieval castle saw things a bit differently.

As he approached the Lord’s fortress, he would have to cross the drawbridge over the moat full of putrefying waste and approach the narrow doorway, which was usually closed to all visitors. If this visitor held up to the suspicious nature of the sentry and was admitted, the iron portcullis would rise slowly on its creaking pulleys. The heavy, wooden doors now swung open, and he found himself in the courtyard, or Bailey, where his view was commanded by the great central tower of the capital Keep.

At the summit of the Keep rose Towers from where at dawn the watchmen atop them blew a blast on their bugles to awaken the castle and throughout the rest of the day surveyed the goings-on below. As the visitor walked about the courtyard, he came upon the corner rooms, used as the lord's family’s residence in time of peace. The Barracks, the Storehouse, the Stables together with the Gatehouse surrounded the walls of the courtyard and were collectively known as the Inner Court.

During times of war, this mirroring Fortress turned from bad to worse for food supplies were scarce and plague was very frequent. Movement throughout the Fortress became much more difficult in times of war. The corner rooms were where the Lady’s honor and other family members are defended most fastidiously, the best way of gaining entrance was to use the artillery attacks from the Towers. As one can imagine, the Bailey was the only way from place to place and thus was easily attacked. However, if one could gain control of the rest of the Inner Court, it would contain all the buildings necessary for the support of the lord's servants and soldiers.

Below, two stories underground, lay the Oubliette (or dungeon), dark, damp, and dirty. But it was also a way to sneak from one Gatehouse to another. If one could control this divided passageway it would limit travel and act as an impromptu barracks.

------------------------------------------------------------------------------------------------

Bailey = +1

Inner Court = +2

All four Towers = +2

Each Corner = +3

North half of Oubliette = +5

South half of Oubliette = +5

Keep (a capital) = +10

This scenario has a different starting setup from the 'defualt' scenario. It also has the following extra continent bonuses:

Barracks = +1

Gatehouse = +1

Stablery = +1

Storehouse = +1

Each Tower = +1

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
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 values10,11,12,13,14,15,16,17,18,19,20
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 owned3
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
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 CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone