130 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 2.0
  • Designer: Thingol
  • Rating: Unrated
  • Rating Score:
  • Difficulty: Intermediate
  • Created Date: 2nd Dec 2020
  • Release Date: 1st Dec 2020
  • Games Played: 4

Design Information
Territories 836
Continents 138
Advanced Features One-way Borders
View Only Borders
Fortify Only Borders
Border Modifiers
Artillery Borders
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
5 6 7 8
9 10
Card Sets Worth 8,8,8,8,8,8,8
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Castle 1
Castle 2
Castle 3
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Amidon 8 Default
2 Chele 8 Default
3 Babbalouie 8 Default
4 Mad Bomber 8 Default
5 Johasi 8 Default
6 Thingol 8 Default
7 Andernut 8 Default
8 Berick 8 Default
9 Gimli 8 Default
10 Oldtimer 8 Default
11 Kjeld 8 Default
12 Vampire Red 8 Default
13 Enygma 8 Default
14 Korrun 8 Default
15 smoke 8 Default
16 Ozyman 8 Default
17 Litotes 8 Default
18 Ratsy 8 Default
19 jvarvoutis 8 Default
20 Shredder 8 Default
21 Ironbeard 8 Default

Board Description

Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 8 units each set.
  • Elimination bonus is 20 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    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 values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus20
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    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 orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    6 7 8 9
    10
    Card Sets Worth 5,6,7,8,10,11,12
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities Off
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Amidon 8 Default
    2 Chele 8 Default
    3 Babbalouie 8 Default
    4 Mad Bomber 8 Default
    5 Johasi 8 Default
    6 Thingol 8 Default
    7 Andernut 8 Default
    8 Berick 8 Default
    9 Gimli 8 Default
    10 Oldtimer 8 Default
    11 Kjeld 8 Default
    12 Vampire Red 8 Default
    13 Enygma 8 Default
    14 Korrun 8 Default
    15 smoke 8 Default
    16 Ozyman 8 Default
    17 Litotes 8 Default
    18 Ratsy 8 Default
    19 jvarvoutis 8 Default
    20 Shredder 8 Default
    21 Ironbeard 8 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Win Condition: Acquire 600 territories (or eliminate all your opponents)

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +8 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +9 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +4 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +8 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Unlike all other scenarios, Card sets escalate.
  • Elimination bonus is 25 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +3 bonus. These castles have a max unit count of 8 units and defend at +1. Owning them all generates an additional +3 bonus.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    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 values5,6,7,8,10,11,12,13,15,16,17
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus25
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    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 orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    4
    Card Sets Worth 10,10,10,10,10,10,10
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Litotes 6 Default
    2 Amidon 8 Default
    3 Kjeld 10 Default
    4 Andernut 12 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 10 units each set. Max # of cards allowed is 7.
  • Elimination bonus is 10 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    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 allowed7
    Card values10,10,10,10,10,10,10,10,10,10,10
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus10
    Capturing of reserves on eliminationOn
    Maximum reserve unitsUnlimited
    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 %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    6
    Card Sets Worth 8,8,8,8,8,8,8
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Blue1 Blue Wizards 8 Default
    2 Red1 Scarlet Knights 8 Default
    3 Red2 Scarlet Knights 8 Default
    4 Blue2 Blue Wizards 8 Default
    5 Blue3 Blue Wizards 8 Default
    6 Red3 Scarlet Knights 8 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 8 units each set.
  • Elimination bonus is 20 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus20
    Capturing of reserves on eliminationOn
    Maximum reserve units20
    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 colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionTeams
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsTeams

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    6
    Card Sets Worth 8,8,8,8,8,8,8
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Green1 Green Goblins 8 Default
    2 Orange1 Hill Giants 8 Default
    3 Orange2 Hill Giants 8 Default
    4 Green2 Green Goblins 8 Default
    5 Green3 Green Goblins 8 Default
    6 Orange3 Hill Giants 8 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 6, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 8 units each set.
  • Elimination bonus is 20 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus20
    Capturing of reserves on eliminationOn
    Maximum reserve units20
    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 colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionTeams
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsTeams

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    6
    Card Sets Worth 8,8,8,8,8,8,8
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange1 Hill Giants 8 Default
    2 Blue1 Blue Wizards 8 Default
    3 Blue2 Blue Wizards 8 Default
    4 Orange2 Hill Giants 8 Default
    5 Orange3 Hill Giants 8 Default
    6 Blue3 Blue Wizards 8 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 8 units each set.
  • Elimination bonus is 20 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus20
    Capturing of reserves on eliminationOn
    Maximum reserve units20
    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 colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionTeams
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsTeams

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    6
    Card Sets Worth 8,8,8,8,8,8,8
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Purple Purple Paladins 8 Default
    2 Green1 Green Goblins 8 Default
    3 Green2 Green Goblins 8 Default
    4 Purple2 Purple Paladins 8 Default
    5 Purple3 Purple Paladins 8 Default
    6 Green3 Green Goblins 8 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 8 units each set.
  • Elimination bonus is 20 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus20
    Capturing of reserves on eliminationOn
    Maximum reserve units20
    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 colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionTeams
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsTeams

    Design Information
    Territories 836
    Continents 138
    Advanced Features One-way Borders
    View Only Borders
    Fortify Only Borders
    Border Modifiers
    Artillery Borders
    Attack Only Borders
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    6
    Card Sets Worth 8,8,8,8,8,8,8
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Castle 1
    Castle 2
    Castle 3
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Scarlet Knights Kings 8 Default
    2 Purple Paladins Castles 8 Default
    3 Purple Paladins Castles 8 Default
    4 Scarlet Knights Kings 8 Default
    5 Scarlet Knights Kings 8 Default
    6 Purple Paladins Castles 8 Default

    Board Description

    Beware the Haunted Castles in the Valley of the Caves of Chaos. Grab a castle, brave the Caves for treasure and eliminate all your rivals.

    Castles

  • Castles are made up of 4 components, the gate, the base courtyard, the walls and the central tower. Each component of the castle generates +1 factory bonus to the base, so a potential of +3 in all if a player owned all 3.
  • There is a downside to owning a castle. It generates a -5 bonus from the standard income, but this can be offset by obtaining magic items that associate to the particular castle (see magic items below).
  • Castle Tower - affords a view (radius 3) of the area surrounding the castle.
  • Unit max 3.

  • Castle walls - Ability to barrage territories with range 2 from the castle and it's moat. Artillery attacks are d6 vs d4, so being close with a large army to a castle owned by another player can be brutal for your army.
  • Castle walls can also attack other castle bases (d8 vs d10) and the hill plateau (d10 vs d8). Max unit count on the walls is 10.
  • Each Castle also has 4 'sally-forth' locations to which they can send sappers to open tunnels for their troops. These can be used in case of siege and also to cleverly deploy forces for other causes.
  • Castle gates, unit cap 8, defends at +2.
  • Castle moats - gain a +2 bonus for owning all locations surrounding the moat.
  • Castle bases can fortify to/from controlled towers and magic kingdoms.Finally, castle bases function as capitals. If you take one and later lose it (before taking another castle), you will be eliminated (30% assimilation).
  • Magic Items and the Caves of Chaos

    Magical items are located within the Caves of Chaos. These items associate to a specific colored castle and if the owner of said castle (specifically the castle base) can obtain these items, the player can dramatically bolster their income as each item is worth +10 in income. Magic item are bordered in the color of their associated castle and associated as follows:

  • red castle - magic rings
  • orange castle - magic keys
  • purple castle - magic amulets
  • green castle - magic crystal balls
  • Furthermore, all magic items are worth +1 regardless of castle ownership. (ie - +11 if you own the castle, +1 if you don't)

    Special note on the caves - all locations are placement-disabled, so be sure to bring a large group of followers into the caves when exploring. Furthermore, border from the magic center spots to magic items is attack-only, so be sure to fortify with enough force to retain the item.

    Marsh Towers

  • These are towers which generate a line of sight radius of 3 territories.
  • Towers can also view ownership of adjacent Castle towers (and vice-versa for castle towers) and other nearby Marsh Towers and the nearby Magic Kingdom.
  • Each tower generates a bonus of +3 and also defends at +1.
  • Max unit count per tower is 8 units.
  • All Towers bonus - additional bonus of 8 units for owning all 8 towers.
  • Summit Hill and Top

  • Summit Hill top is worth a bonus of +5 and view all the castles and towers as well as a radius 3 from the base of the hill.
  • The hilltop has a maximum unit count of 10. The plateau cap is 20 units. Placement is disabled on both of them.
  • The hilltop defends at +2.
  • The hill plateau defends at +1 from locations below.
  • Other Pertinent Rules:

  • Regular income bonus is 1 per each 8 territories, minimum territory bonus is 5.
  • Fortify is accross owned territores.
  • Return to attack from fortify is on, 5 fortifies allowed.
  • Card sets are an even 8 units each set.
  • Elimination bonus is 20 units
  • Owning both sides of a bridge also is worth a +1 bonus.
  • Owning all surrounding territories of the small pond is worth a +3 bonus.
  • Owning the surrounding territories of a fisherman is worth a +2 bonus.
  • Owning one of the Magic Kingdom castles (3 of them) is worth a +2 bonus. These castles have a max unit count of 8 units and defend at +1.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowedUnlimited
    Number of fortifies allowed5
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledTeamplay Only
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOn
    Team Factory ProductionOn

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values8,8,8,8,8,8,8,8,8,8,8
    Must capture non-empty territory to earn cardOn
    Card deckA:16 B:16 C:16 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories owned8
    Minimum bonus units per turn5
    Elimination bonus20
    Capturing of reserves on eliminationOn
    Maximum reserve units20
    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 colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionTeams
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %30
    Destroy unallocated CapitalsOff
    Number of units per Territory2
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsTeams