126 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 8.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 9.25 out of 10 [4 ratings]
  • Difficulty: Beginner
  • Created Date: 3rd Jun 2017
  • Release Date: 24th May 2013
  • Games Played: 179

Design Information
Territories 441
Continents 749
Advanced Features Fortify Only Borders
One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth 6,6,6,6,6,6,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Agony
Suffering
Torment
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Wrath 0 Default
2 Envy 2 Default
3 Sloth 4 Default
4 Gluttony 6 Default
5 Vanity Default Default
6 Avarice Default Default
7 Lust Default Default

Board Description

]||[|:|:|:|:|:|:|:|:|:| The Gates of Hell |:|:|:|:|:|:|:|:|:|]||[

Four princes of Hell are vying for the infernal throne, and the first to claim and hold it shall certainly rule the Nine Circles with an iron fist. Even the demonic rage and fury of these demon princes, however, cannot long withstand the blistering hellfire they must cross to claim this power. Once they have passed this hurdle, they must assault the very gates of hell to pass into the antechamber. However, the throne itself stands guarded by vicious abominations cloaked in shadow and wreathed in flame. Only the prince strong enough to battle past these monsters will find the way clear to lay claim to the Throne of Hell.

Gameplay

Throne of Hell

The Throne of Hell is the inner area (bordered in bright red) of the board, and the players' final goal. These tiles are capitals, barren, and any stack on one of these tiles grows by +3 per turn. In addition, the center-most tile of the throne may attack any of the four bases or dukedoms directly. Any player who holds all 9 throne tiles gets a +666 normal bonus.

Bases

Each player begins at his or her base in one of the four corners. The four tiles that comprise the base are capitals and each grant +1 unit per turn, placed automatically as a factory bonus on those tiles. Bases defend with 7-sided dice against the surrounding Hell Rock (see below). In addition, holding an entire base grants +5 normal bonus units per turn.

Hell Rock

Hell rock tiles (textured, gray border) are barren, meaning that units cannot be placed directly there. Every hell rock tile in a player's possession reduces the normal bonus by 1 per turn. In addition, any stack of units left on such a tile will automatically decrease by 2 per turn.

Dukedoms

There are four 3x3 Dukedoms of Hell on the edges of the board, each comprised of 9 tiles bordered in white, the middle one of which is a capital. Each player stack on a Dukedom tile will increase by 1 unit per turn. Holding an entire Dukedom will grant an additional +5 normal bonus units per turn.

Baronies

There are four 2x2 Baronies of Hell in the next-to-outermost corners of the board, comprised of 4 tiles (bordered in white). Holding an entire Barony will grant an additional +3 normal bonus units per turn.

Antechamber

The Antechamber is the outer ring of tiles (bordered in dark red) players must pass through to reach the Throne of Hell. These tiles are barren, but any player stack on such a tile will increase automatically by 1 per turn.

Fortify Waypoints

One-way fortify-only borders allow players to transfer units directly from their base to the baronies, from the baronies to special waypoints (see icon legend) in the antechamber, and from those to further waypoints in the Throne. Fortification is toward the center only, and not allowed in the opposite direction.

Rules

Cards

No limit; 6,6,6...

Abandon

On, revert to neutral at end of turn

Fortifies

6 per turn, return to attack from fortify on

Placement

Many of the tiles on the board, including all hell rock tiles, are barren -- no units may be placed there. However, return to placement from attack is on and players are allowed to keep 13 units in reserve

Capitals

Unit assimilation set to 66%. This means that if you eliminate another player, you will acquire two thirds of their units and territories.

Special thanks to Ozyman for developing the Advanced Map Editor: http://prestopnik.com/wargear/MapEditor/

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed6
Number of fortifies allowed6
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeLight
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 allowedUnlimited
Card values6,6,6,6,6,6,6,6,6,6,6
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 ownedDisabled
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units13
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %66
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 441
Continents 749
Advanced Features Fortify Only Borders
One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8
Card Sets Worth 6,6,6,6,6,6,6
Territory Selection Simultaneous
Unit Placement Simultaneous
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 3 [View]
 
Cards
Agony
Suffering
Torment
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Wrath 0 Default
2 Envy 1 Default
3 Sloth 2 Default
4 Gluttony 3 Default
5 Vanity 4 Default
6 Avarice 5 Default
7 Lust 6 Default
8 Evil 7 Default

Board Description

]||[|:|:|:|:|:|:|:|:|:| The Gates of Hell |:|:|:|:|:|:|:|:|:|]||[

More Options Scenario

The princes of Hell are vying for the infernal throne, and the first to claim and hold it shall certainly rule the Nine Circles with an iron fist. Even the demonic rage and fury of these demon princes, however, cannot long withstand the blistering hellfire they must cross to claim this power. Once they have passed this hurdle, they must assault the very gates of hell to pass into the antechamber. However, the throne itself stands guarded by vicious abominations cloaked in shadow and wreathed in flame. Only the prince strong enough to battle past these monsters will find the way clear to lay claim to the Throne of Hell and crush their competitors.

Gameplay

Open Start Scenario (Read this)

In the open start scenario, players choose simultaneously their start positions and where to place their starting units from amongst the 32 non-capital Dukedom territories and 16 Barony territories. The bases start out neutral in this version, but are still capitals if captured by a player. The same goes for the central capital of each dukedom. This scenario also supports up to 8 players.

Strategy Note: Turn order is very important during the initial setup phases and the first turn. Especially if you are toward the end of the lineup, take care to protect yourself from the possibility of a first-turn elimination. For example, you might split up your units among multiple dukedoms and baronies. To partially compensate for the turn order imbalance, each player after the first is awarded additional starting units equal to one minus their start position (e.g. the fifth player will get 4 bonus units to start). Lastly, remember that abandon is on, so if you don't place at least one unit on a territory you have been awarded during selection, it will revert to neutral as soon as the game starts.

Throne of Hell

The Throne of Hell is the inner area (bordered in bright red) of the board, and the players' final goal. These tiles are capitals, barren, and any stack on one of these tiles grows by +3 per turn. In addition, the center-most tile may attack any of the four bases or dukedoms directly. Any player who holds all 9 throne tiles gets a +666 normal bonus.

Bases

Each player begins at his or her base in one of the four corners. The four tiles that comprise the base are capitals and each grant +1 unit per turn, placed automatically as a factory bonus on those tiles. Bases defend with 7-sided dice against the surrounding Hell Rock (see below). In addition, holding an entire base grants +5 normal bonus units per turn.

Hell Rock

Hell rock tiles (textured, gray border) are barren, meaning that units cannot be placed directly there. Every hell rock tile in a player's possession reduces the normal bonus by 1 per turn. In addition, any stack of units left on such a tile will automatically decrease by 2 per turn.

Dukedoms

There are four 3x3 Dukedoms of Hell on the edges of the board, each comprised of 9 tiles bordered in white, the middle one of which is a capital. Each player stack on a Dukedom tile will increase by 1 unit per turn. Holding an entire Dukedom will grant an additional +5 normal bonus units per turn.

Baronies

There are four 2x2 Baronies of Hell in the next-to-outermost corners of the board, comprised of 4 tiles (bordered in white). Holding an entire Barony will grant an additional +3 normal bonus units per turn.

Antechamber

The Antechamber is the outer ring of tiles (bordered in dark red) players must pass through to reach the Throne of Hell. These tiles are barren, but any player stack on such a tile will increase automatically by 1 per turn.

Fortify Waypoints

One-way fortify-only borders allow players to transfer units directly from their base to the baronies, from the baronies to special waypoints (see icon legend) in the antechamber, and from those to further waypoints in the Throne. Fortification is toward the center only, and not allowed in the opposite direction.

Rules

Cards

No limit; 6,6,6...

Abandon

On, revert to neutral at end of turn

Fortifies

6 per turn, return to attack from fortify on

Placement

Many of the tiles on the board, including all hell rock tiles, are barren -- no units may be placed there. However, return to placement from attack is on and players are allowed to keep 13 units in reserve

Capitals

Unit assimilation set to 66%. This means that if you eliminate another player, you will acquire 2/3 of their units and territories; the rest revert to neutral.

Special thanks to Ozyman for developing the Advanced Map Editor: http://prestopnik.com/wargear/MapEditor/

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed6
Number of fortifies allowed6
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeLight
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 allowedUnlimited
Card values6,6,6,6,6,6,6,6,6,6,6
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 ownedDisabled
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units13
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %66
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionSimultaneous
Unit placementSimultaneous
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 441
Continents 749
Advanced Features Fortify Only Borders
One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7
Card Sets Worth 6,6,6,6,6,6,6
Territory Selection Simultaneous
Unit Placement Simultaneous
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Agony
Suffering
Torment
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Wrath 0 Default
2 Envy 1 Default
3 Sloth 2 Default
4 Gluttony 3 Default
5 Vanity 4 Default
6 Avarice 5 Default
7 Lust 6 Default

Board Description

]||[|:|:|:|:|:|:|:|:|:| The Gates of Hell |:|:|:|:|:|:|:|:|:|]||[

Open Start Scenario

The princes of Hell are vying for the infernal throne, and the first to claim and hold it shall certainly rule the Nine Circles with an iron fist. Even the demonic rage and fury of these demon princes, however, cannot long withstand the blistering hellfire they must cross to claim this power. Once they have passed this hurdle, they must assault the very gates of hell to pass into the antechamber. However, the throne itself stands guarded by vicious abominations cloaked in shadow and wreathed in flame. Only the prince strong enough to battle past these monsters will find the way clear to lay claim to the Throne of Hell and crush their competitors.

Gameplay

Open Start Scenario (Read this)

In the open start scenario, players choose simultaneously their start positions and where to place their starting units from amongst the 32 non-capital Dukedom territories. The bases start out neutral in this version, but are still capitals if captured by a player. The same goes for the central capital of each dukedom. This scenario also supports up to 7 players.

Strategy Note: Turn order is very important during the initial setup phases and the first turn. Especially if you are toward the end of the lineup, take care to protect yourself from the possibility of a first-turn elimination. For example, you might split up your units among multiple dukedoms. To partially compensate for the turn order imbalance, each player after the first is awarded additional starting units equal to one minus their start position (e.g. the fifth player will get 4 bonus units to start). Lastly, remember that abandon is on, so if you don't place at least one unit on a territory you have been awarded during selection, it will revert to neutral as soon as the game starts.

Throne of Hell

The Throne of Hell is the inner area (bordered in bright red) of the board, and the players' final goal. These tiles are capitals, barren, and any stack on one of these tiles grows by +3 per turn. In addition, the center-most tile may attack any of the four bases or dukedoms directly. Any player who holds all 9 throne tiles gets a +666 normal bonus.

Bases

Each player begins at his or her base in one of the four corners. The four tiles that comprise the base are capitals and each grant +1 unit per turn, placed automatically as a factory bonus on those tiles. Bases defend with 7-sided dice against the surrounding Hell Rock (see below). In addition, holding an entire base grants +5 normal bonus units per turn.

Hell Rock

Hell rock tiles (textured, gray border) are barren, meaning that units cannot be placed directly there. Every hell rock tile in a player's possession reduces the normal bonus by 1 per turn. In addition, any stack of units left on such a tile will automatically decrease by 2 per turn.

Dukedoms

There are four 3x3 Dukedoms of Hell on the edges of the board, each comprised of 9 tiles bordered in white, the middle one of which is a capital. Each player stack on a Dukedom tile will increase by 1 unit per turn. Holding an entire Dukedom will grant an additional +5 normal bonus units per turn.

Baronies

There are four 2x2 Baronies of Hell in the next-to-outermost corners of the board, comprised of 4 tiles (bordered in white). Holding an entire Barony will grant an additional +3 normal bonus units per turn.

Antechamber

The Antechamber is the outer ring of tiles (bordered in dark red) players must pass through to reach the Throne of Hell. These tiles are barren, but any player stack on such a tile will increase automatically by 1 per turn.

Fortify Waypoints

One-way fortify-only borders allow players to transfer units directly from their base to the baronies, from the baronies to special waypoints (see icon legend) in the antechamber, and from those to further waypoints in the Throne. Fortification is toward the center only, and not allowed in the opposite direction.

Rules

Cards

No limit; 6,6,6...

Abandon

On, revert to neutral at end of turn

Fortifies

6 per turn, return to attack from fortify on

Placement

Many of the tiles on the board, including all hell rock tiles, are barren -- no units may be placed there. However, return to placement from attack is on and players are allowed to keep 13 units in reserve

Capitals

Unit assimilation set to 66%. This means that if you eliminate another player, you will acquire 2/3 of their units and territories; the rest revert to neutral.

Special thanks to Ozyman for developing the Advanced Map Editor: http://prestopnik.com/wargear/MapEditor/

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed6
Number of fortifies allowed6
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeLight
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 allowedUnlimited
Card values6,6,6,6,6,6,6,6,6,6,6
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 ownedDisabled
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units13
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %66
Destroy unallocated CapitalsOn
Number of units per Territory5
Territory selectionSimultaneous
Unit placementSimultaneous
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 141
Continents 245
Advanced Features Fortify Only Borders
One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth 6,6,6,6,6,6,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Agony
Suffering
Torment
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Wrath 0 Default
2 Envy 1 Default
3 Sloth 2 Default
4 Gluttony A 3 Default
5 Vanity Default Default
6 Avarice Default Default

Board Description

]||[|:|:|:|:|:|:|:|:|:| The Gates of Hell |:|:|:|:|:|:|:|:|:|]||[

~Small Scenario 13x13~

Four princes of Hell are vying for the infernal throne, and the first to claim and hold it shall certainly rule the Nine Circles with an iron fist. Even the demonic rage and fury of these demon princes, however, cannot long withstand the blistering hellfire they must cross to claim this power. Once they have passed this hurdle, they must assault the very gates of hell to pass into the antechamber. However, the throne itself stands guarded by vicious abominations cloaked in shadow and wreathed in flame. Only the prince strong enough to battle past these monsters will find the way clear to lay claim to the Throne of Hell.

Gameplay

Throne of Hell

The Throne of Hell is the innermost tile (bordered in bright red) of the board, and the players' final goal. This tile is a capital, barren, grows by +5 per turn (factory), and may attack any of the four bases or dukedoms directly. Any player who holds the throne gets a +13 normal bonus. The throne may also one-way attack all bases and dukedoms on the board with normal dice.

Bases

Each player begins at his or her base in one of the four corners. The four tiles that comprise the base are capitals and each grant +1 unit per turn, placed automatically as a factory bonus on those tiles. Bases defend with 7-sided dice against the surrounding Hell Rock (see below). In addition, holding an entire base grants +3 normal bonus units per turn.

Hell Rock

Hell rock tiles (textured, gray border) are barren, meaning that units cannot be placed directly there. Every hell rock tile in a player's possession reduces the normal bonus by 1 per turn. In addition, any stack of units left on such a tile will automatically decrease by 2 per turn.

Dukedoms

There are four 1x3 Dukedoms of Hell on the edges of the board, each comprised of 3 tiles bordered in white, the middle one of which is a capital. Each player stack on a Dukedom tile will increase by 1 unit per turn. Holding an entire Dukedom will grant an additional +3 normal bonus units per turn.

Antechamber

The Antechamber is the outer ring of tiles (bordered in dark red) players must pass through to reach the Throne of Hell. These tiles are barren, but any player stack on such a tile will increase automatically by 1 per turn.

Fortify Waypoints

One-way fortify-only borders allow players to transfer units directly from their base to special waypoints (see icon legend) in the antechamber. Fortification is toward the center only, and not allowed in the opposite direction.

Rules

Cards

No limit; 6,6,6...

Abandon

On, revert to neutral at end of turn

Attacks and Fortifies

3 per turn, return to attack from fortify on

Placement

Many of the tiles on the board, including all hell rock tiles, are barren -- no units may be placed there. However, return to placement from attack is on and players are allowed to keep 9 units in reserve

Capitals

Unit assimilation set to 66%. This means that if you eliminate another player, you will acquire 2/3 of their units and territories; the rest revert to neutral.

Special thanks to Ozyman for developing the Advanced Map Editor: http://prestopnik.com/wargear/MapEditor/

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowed3
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeLight
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 allowedUnlimited
Card values6,6,6,6,6,6,6,6,6,6,6
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 ownedDisabled
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units9
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %66
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone