179 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 5.0
  • Designer: M57
  • Rating:
  • Rating Score: 5.00 out of 10 [2 ratings]
  • Difficulty: Intermediate
  • Created Date: 29th May 2013
  • Release Date: 24th Mar 2013
  • Games Played: 41

Design Information
Territories 204
Continents 4
Advanced Features Fortify Only Borders
One-way Borders
Attack Only Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Small
Large
Larger
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Black Default Default
5 Orange Default Default
6 Purple 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

Just like Hex..

Just like in the standard game (you really should play Amidon37's "Hex" board to get your basic chops together), you may place (attack) one unit to the board from the "deployment" hex.

  • To win, create a fortifying line from one side of the board to the other. Once you have done this, there's a two step victory process.

  • First, you must fortify AT LEAST THREE units across the board, either from the West to the East Wall, or from the North to the South wall.
  • Then, on your next turn, attack your opponent's capital to complete the win.
  • ..but Geared

    With Hex-Geared, you get two attacks.

  • All attacks use 8 v 8 sided dice, yeilding about a 43% probablility of success.
  • You can attack from the "Deployment" hex to the board
  • You can also make attacks on the board.
  • The Deployment hex only holds 1 army. If you don't use your "Deployment" unit you effectively lose it.
  • There are no cards in this basic version.. If you want all the fixin's (including artillery) be sure to play the Fully Geared scenario.
  • Designer Notes

    There is no return to attack from fortify. This prevents players from cheating by fortifying a unit to their far wall and attacking their opponent's capital, or even sneakier, fortifying 2 units from their Deployment area to to their far wall. Regardless, any attempts to prematurely fortify to the far wall with the intention of attacking on the following turn will fail because 2 units on that wall will self-destruct at the beginning of their next turn.

    If for some reason you choose to fortify some of your North or West wall units onto the board prematurely (you may have a good reason), at some point you in order to win you will have to fortify a unit or two from the Deployment Hex back to that starting wall to bring its count back up to 3. You can also use placement to accomplish the same.

  • You absolutely need to fortify THREE units across for the win because two of them will be destroyed before your next turn.
  • (Amidon37 thinks I used his hexes.. All I've gotta say is.. "Bring it. You're going to need some good laywers, Ami. I'm gonna exercise my 5th Amendment right all the way."

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowed2
    Number of fortifies allowed1
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeNone
    Allow override of fog settingNo
    Game historyShow

    Team Settings

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

    Cards

    CardsOff
    Card CaptureOn
    Maximum number of cards allowed5
    Card values
    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 turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice8
    Number of sides on Defender's Dice8

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOn
    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 Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 206
    Continents 6
    Advanced Features Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Border Modifiers
    Factories
    Artillery Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting None
    Fog Override Disabled
    Open Games 0
     
    Cards
    Small
    Large
    Larger
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Red Default Default
    2 Green Default Default
    3 Blue Default Default
    4 Black Default Default
    5 Orange Default Default
    6 Purple 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

    Like Hex..

    Just like in the standard game (you really should play Amidon37's "Hex" board to get your basic chops together), you may place (attack) one unit to the board from the "deployment" hex, but be sure to attack only territories that have no units.

  • All attacks from the "Deployment" hex to territories on the board with 1 unit will lose every time.
  • To win, create a fortifying line from one side of the board to the other. Once you have done this, there's a two step victory process.

  • First, you must fortify AT LEAST THREE units across the board, either from the West to the East Wall, or from the North to the South wall.
  • Then, on your next turn, attack your opponent's capital to complete the win.
  • ..but Geared

    With Hex-Geared, you get two attacks; you can either choose to move your peice on the board, or you can attack with a piece on the board.

  • Attacks from a unit on the board to an adjacent unit are with 8 v 8 sided dice, and yeild about a 43% probablility of success.
  • Cards and Artillery

    Collect a card every turn (regardless of whether or not you deserve it.) Your card bonus army can be placed on your deployment area, where your extra move gives you an extra placement on the board, OR you can place it in the Artillery area, where you get a shot at your opponent anywhere on the board. Artillery attacks use 7 v 5 sided dice and win approximately 57% of the time ..because I like the number.

  • You can place your bonus army in either the the Artillery hex or the Deployment hex.
  • Successful Artillery attacks only empty a territory; they do not win the territory, nor convert the territory to neutral. To fill the territory in the same turn, you may use your deployment unit.
  • The Deployment hex only holds 2 armies; you can hold one for later, but if you end your turn with 2 armies in the hex, you will not recieve a third on the following turn.
  • Artillery rounds dissapear at the end of each player's turn. Use it our lose it.
  • Designer Notes

    There is no return to attack from fortify. This prevents players from cheating by fortifying a unit to their far wall and attacking their opponent's capital, or even sneakier, fortifying 2 units from their Deployment area to to their far wall. Regardless, any attempts to prematurely fortify to the far wall with the intention of attacking on the following turn will fail because 2 units on that wall will self-destruct at the beginning of their next turn.

    If for some reason you choose to fortify some of your North or West wall units onto the board prematurely (you may have a good reason), at some point you in order to win you will have to fortify a unit or two from the Deployment Hex back to that starting wall to bring its count back up to 3. You can also use placement to accomplish the same.

  • You absolutely need to fortify THREE units across for the win because two of them will be destroyed before your next turn.
  • (Amidon37 thinks I used his hexes.. All I've gotta say is.. "Bring it. You're going to need some good laywers, Ami. I'm gonna exercise my 5th Amendment right all the way." ;)

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowed2
    Number of fortifies allowed1
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralNever
    Fog typeNone
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    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 ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice0
    Number of sides on Defender's Dice2

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOn
    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 Territory0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone