192 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 2.0
  • Designer: btilly
  • Rating:
  • Rating Score: 8.00 out of 10 [3 ratings]
  • Difficulty: Beginner
  • Created Date: 28th May 2013
  • Release Date: 4th Apr 2013
  • Games Played: 52

Design Information
Territories 156
Continents 83
Advanced Features
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
John von Neumann
Donald Knuth
Jeff Dean
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 5 Default
2 Green 5 Default
3 Blue 5 Default
4 Orange 5 Default
5 Purple 5 Default
6 Grey 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default
15 SkyBlue 5 Default

Board Description

Merge Sort was one of the first efficient sorts used with computers. Over time its merge operations have proven ideally suited to streaming data from disk or other computers, and are easy to parallelize across many computers. Therefore the first step for processing large data sets is almost always to sort it - and the sort used is some variant on a merge sort. When you peek under techniques like "MapReduce", it is a merge sort under the hood.

On this board we start with all of the letters of the alphabet in random order and sort them. Each letter can attack its neighbors (if any) and the same letter one level up or down in the sort. Each grouping at each level is a continent, as is each letter traced through all levels of the sort. Continents are worth half their size, rounded up. Return to attack after fortify and return to placement after attack are both on.

Good luck!

PS The picture was taken by gmacklin of Flickr. See http://www.flickr.com/photos/gmacklin/2063794355/sizes/l/in/photostream/ for the original.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus16
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:Color
Allow seat selectionNone
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 80
Continents 47
Advanced Features
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
John von Neumann
Donald Knuth
Jeff Dean
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 5 Default
2 Green 5 Default
3 Blue 5 Default
4 Orange 5 Default
5 Purple 5 Default
6 Grey 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default
15 SkyBlue 5 Default

Board Description

Merge Sort was one of the first efficient sorts used with computers. Over time its merge operations have proven ideally suited to streaming data from disk or other computers, and are easy to parallelize across many computers. Therefore the first step for processing large data sets is almost always to sort it - and the sort used is some variant on a merge sort. When you peek under techniques like "MapReduce", it is a merge sort under the hood.

On this board we start with all of the possible 1-digit hexadecimal numbers in random order and sort them. Each number can attack its neighbors (if any) and the same number one level up or down in the sort. Each grouping at each level is a continent, as is each number traced through all levels of the sort. Continents are worth half their size, rounded up. On the first turn only, everyone gets 5 units regardless of what random continents you were assigned. Return to attack after fortify and return to placement after attack are both on.

Good luck!

PS The picture was taken by gmacklin of Flickr. See http://www.flickr.com/photos/gmacklin/2063794355/sizes/l/in/photostream/ for the original. The colors in the preview sort to the colors in the visual spectrum.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus16
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:Color
Allow seat selectionNone
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 80
Continents 47
Advanced Features
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 1 [View]
 
Cards
John von Neumann
Donald Knuth
Jeff Dean
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 5 Default
2 Green 5 Default
3 Blue 5 Default
4 Orange 5 Default
5 Purple 5 Default
6 Grey 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default
15 SkyBlue 5 Default

Board Description

Merge Sort was one of the first efficient sorts used with computers. Over time its merge operations have proven ideally suited to streaming data from disk or other computers, and are easy to parallelize across many computers. Therefore the first step for processing large data sets is almost always to sort it - and the sort used is some variant on a merge sort. When you peek under techniques like "MapReduce", it is a merge sort under the hood.

On this board we start with all of the possible 1-digit hexadecimal numbers in a scrambled order (somewhat random, but with less "clumpiness") and sort them. Each number can attack its neighbors (if any) and the same number one level up or down in the sort. Each grouping at each level is a continent, as is each number traced through all levels of the sort. Continents are worth half their size, rounded up. On the first turn only, everyone gets 5 units regardless of what random continents you were assigned. Return to attack after fortify and return to placement after attack are both on.

Good luck!

PS The picture was taken by gmacklin of Flickr. See http://www.flickr.com/photos/gmacklin/2063794355/sizes/l/in/photostream/ for the original. The colors in the preview sort to the colors in the visual spectrum.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus16
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:Color
Allow seat selectionNone
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