146 Open Daily games
4 Open Realtime games
  • Status: Live
  • Version: 3.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 8.50 out of 10 [2 ratings]
  • Difficulty: Intermediate
  • Created Date: 21st Oct 2015
  • Release Date: 30th May 2015
  • Games Played: 88

Design Information
Territories 125
Continents 27
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12
Card Sets Worth 10,12,14,16,18,20,25
Territory Selection Simultaneous
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
 
Cards
Beasties
Dwellings
Veggies
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Salmon 0 Default
2 Lichen 5 Default
3 Slate 5 Default
4 Gray 8 Default
5 Orange 8 Default
6 Purple 10 Default
7 Black 10 Default
8 Jezebel 13 Default
9 Lemon 13 Default
10 Teal 13 Default
11 Azure 15 Default
12 Rust 15 Default

Board Description

Perilous Swamps of Kjeldor

~~~~~~~~~~~~~~~~~~

v 1.2

Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor!

General Gameplay

~~~~~~~~~~~~~~

As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9.

Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose.

First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15

Unlimited reserves, capture reserves on elimination. Elimination bonus: 20.

Witch Huts

~~~~~~~~~

Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals).

Towers

~~~~~~~

Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals).

Cards

~~~~~

Card scale: 10, 12, 14, ... 20, 25, 30, ...

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values10,12,14,16,18,20,25,30,35,40,45
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 5 units per x territories owned3
Minimum bonus units per turn10
Elimination bonus20
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory10
Territory selectionSimultaneous
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 125
Continents 27
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 15,20,25,30,35,40,45
Territory Selection Simultaneous
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
 
Cards
Beasties
Dwellings
Veggies
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Salmon 0 Default
2 Lichen 10 Default
3 Slate 10 Default
4 Gray 20 Default
5 Orange Default Default
6 Purple Default Default
7 Black Default Default
8 Jezebel Default Default
9 Lemon Default Default
10 Teal Default Default
11 Azure Default Default
12 Rust Default Default

Board Description

Perilous Swamps of Kjeldor : 2 v 2

~~~~~~~~~~~~~~~~~~

v 1.2

Scenario: For 2v2 team games only. Players, in turn order, receive 0, 10, 10, and 20 units on their first turn. In addition, there are more neutral territories on the map than the default game, and the witches huts and wizard towers start with fewer neutrals (5 and 10, respectively). The card scale also ramps up more quickly: 15, 20, 25,...50, 60, 70,... etc.

Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor!

General Gameplay

~~~~~~~~~~~~~~

As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9.

Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose.

First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15

Unlimited reserves, capture reserves on elimination. Elimination bonus: 20.

Witch Huts

~~~~~~~~~

Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals).

Towers

~~~~~~~

Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals).

Cards

~~~~~

Card scale: 10, 12, 14, ... 20, 25, 30, ...

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values15,20,25,30,35,40,45,50,60,70,80
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 5 units per x territories owned3
Minimum bonus units per turn10
Elimination bonus20
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory10
Territory selectionSimultaneous
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 125
Continents 27
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
6
Card Sets Worth 10,12,14,16,18,20,25
Territory Selection Simultaneous
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
 
Cards
Beasties
Dwellings
Veggies
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Salmon 0 Default
2 Lichen 5 Default
3 Slate 10 Default
4 Gray 10 Default
5 Orange 15 Default
6 Purple 25 Default
7 Black 10 Default
8 Jezebel 13 Default
9 Lemon 13 Default
10 Teal 13 Default
11 Azure 15 Default
12 Rust 15 Default

Board Description

Perilous Swamps of Kjeldor

~~~~~~~~~~~~~~~~~~

v 1.2

Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor!

General Gameplay

~~~~~~~~~~~~~~

As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9.

Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose.

First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15

Unlimited reserves, capture reserves on elimination. Elimination bonus: 20.

Witch Huts

~~~~~~~~~

Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals).

Towers

~~~~~~~

Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals).

Cards

~~~~~

Card scale: 10, 12, 14, ... 20, 25, 30, ...

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values10,12,14,16,18,20,25,30,35,40,45
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 5 units per x territories owned3
Minimum bonus units per turn10
Elimination bonus20
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory10
Territory selectionSimultaneous
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 125
Continents 27
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
6
Card Sets Worth 10,12,14,16,18,20,25
Territory Selection Simultaneous
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
 
Cards
Beasties
Dwellings
Veggies
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Salmon 0 Default
2 Lichen 5 Default
3 Slate 5 Default
4 Gray 10 Default
5 Orange 10 Default
6 Purple 20 Default
7 Black 10 Default
8 Jezebel 13 Default
9 Lemon 13 Default
10 Teal 13 Default
11 Azure 15 Default
12 Rust 15 Default

Board Description

Perilous Swamps of Kjeldor

~~~~~~~~~~~~~~~~~~

v 1.2

Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor!

General Gameplay

~~~~~~~~~~~~~~

As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9.

Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose.

First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15

Unlimited reserves, capture reserves on elimination. Elimination bonus: 20.

Witch Huts

~~~~~~~~~

Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals).

Towers

~~~~~~~

Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals).

Cards

~~~~~

Card scale: 10, 12, 14, ... 20, 25, 30, ...

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values10,12,14,16,18,20,25,30,35,40,45
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 5 units per x territories owned3
Minimum bonus units per turn10
Elimination bonus20
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory10
Territory selectionSimultaneous
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone