227 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 1.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 8.00 out of 10 [1 rating]
  • Difficulty: Intermediate
  • Created Date: 10th Jan 2020
  • Release Date: 2nd Feb 2020
  • Games Played: 41

Design Information
Territories 99
Continents 339
Advanced Features Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
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 Medium
Fog Override Enabled
Open Games 0
 
Cards
Brown
Bronze
Gold
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 3 Default
3 Blue 3 Default
4 Black 4 Default
5 Orange 4 Default
6 Purple 4 Default
7 Teal 5 Default
8 Pink 5 Default
9 Yellow 6 Default
10 Brown 6 Default

Board Description

Pern

The Southern Continent

Narrative

Welcome back to Pern. Many turns have passed since the conclusion of the last and final Pass of the Red Star, and the world has changed.

Dragons and their riders have drastically decreased in number and prestige. The absence of Thread, the development of the southern continent and the incorporation of the Aivas' technology has greatly altered the balance and structure of Pern's culture. No longer united in a single purpose, the planet has grown unstable.

The descendants of Toric of Southern Hold and Fax of the High Reaches have lost none of their ancestors' lust for power. Independently, they have gathered their followers and threaten to overrun the rest of Pern. In desperation, rapidly-shifting alliances have formed among the other Lord Holders to resist the onslaught. Allegiances are for sale, betrayal is inevitable, and intrigue rules with a velvet glove.

The Crafthalls and Dragonriders try to remain aloog, but as conflict spreads across the face of Pern like the memory of now-vanquished Thread, their days of avowed neutrality are numbered.

As the land descends into bloodshed, who shall prevail and rule the fate of all Pern?

Rules

Each Major Hold is marked with a fortress icon . Major holds will generate +1 unit per turn on themselves, and an additional +1 unit for each Minor Hold (circles, darker background color) that you own in the same region. Major holds defend against all attacks with d7.

Dragons reside in the nine Weyrs, located in the craters of ancient volcanoes. This location provides defense against ground attack (defend with d7) but not against aerial assault from another weyr (attack with d7 to all weyrs). However, dragons do not fight well on the ground, so move with caution against the surrounding territories (attack with d5). Dragons are expensive to upkeep, and each weyr will lose -6 units per turn. However, dragon upkeep is offset by tithes from the minor and major holds who enjoy the weyr's protection in their region: each minor and major hold you control in the weyr's region will generate +2 units on the weyr each turn. So, you need to control at least three holds to maintain your weyrs.

The thirteen Crafthalls offer their services to all holds in their region. Controlling a crafthall will generate +1 unit on every minor and major hold in the same region, regardless of who owns it (except for neutral). In addition, crafthalls are the centers of creativity, science, and industry on Pern, and they are often driven to new feats of ingenuity by collaboration and rivalry among themselves. Thus for each pair of crafthalls you own, you will get a +1 unit "collector" bonus to your reserves. If you control just one hall, you will get 0. Two halls yields 1, three halls yields 3, four halls yields 6, and so forth.

You are free to sail the seas of Pern, but beware that it is difficult to transition between land and sea. Seas attack land (including Holds, Crafthalls and Weyrs) with d5, but also defend against land with d7. Note that it is possible to sail around the world (the sides wrap), but at a severe penalty.

Miscellaneous rules: 4,5,6,7... card scale, return to attack from fortify is on, unlimited reserves, medium fog default.

By the Egg, go now and conquer!

  • *Note: Original design by Hurricane. Reproduced and adapted for WarGear with permission.

    *Note: "The Dragonriders of Pern" is under Copyright Protection by its respective owners (Anne McCaffrey). All credit for theme, setting, and character go to those individuals. This board is strictly released only for fair use on WarGear.net.

  • 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 fortificationBordered
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    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 bonus5
    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 selectionSeats
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsSeats

    Design Information
    Territories 99
    Continents 339
    Advanced Features Border Modifiers
    Factories
    Capitals
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3 4 5 6
    7 8
    Card Sets Worth 4,5,6,7,8,9,10
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Enabled
    Fog Setting Medium
    Fog Override Enabled
    Open Games 0
     
    Cards
    Brown
    Bronze
    Gold
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Red 3 Default
    2 Green 3 Default
    3 Blue 4 Default
    4 Black 4 Default
    5 Orange 5 Default
    6 Purple 5 Default
    7 Teal 6 Default
    8 Pink 6 Default
    9 Yellow 6 Default
    10 Brown 6 Default

    Board Description

    Pern

    The Southern Continent

    ~The Lord Holders~

    The Lord Holders Scenario

    All Major Holds are capital cities. Each player begins with two Major Holds in the same region, and everything else is neutral. Lose your last capital city and you lose the game!

    Narrative

    Welcome back to Pern. Many turns have passed since the conclusion of the last and final Pass of the Red Star, and the world has changed.

    Dragons and their riders have drastically decreased in number and prestige. The absence of Thread, the development of the southern continent and the incorporation of the Aivas' technology has greatly altered the balance and structure of Pern's culture. No longer united in a single purpose, the planet has grown unstable.

    The descendants of Toric of Southern Hold and Fax of the High Reaches have lost none of their ancestors' lust for power. Independently, they have gathered their followers and threaten to overrun the rest of Pern. In desperation, rapidly-shifting alliances have formed among the other Lord Holders to resist the onslaught. Allegiances are for sale, betrayal is inevitable, and intrigue rules with a velvet glove.

    The Crafthalls and Dragonriders try to remain aloog, but as conflict spreads across the face of Pern like the memory of now-vanquished Thread, their days of avowed neutrality are numbered.

    As the land descends into bloodshed, who shall prevail and rule the fate of all Pern?

    Rules

    Each Major Hold is marked with a fortress icon . Major holds will generate +1 unit per turn on themselves, and an additional +1 unit for each Minor Hold (circles, darker background color) that you own in the same region. Major holds defend against all attacks with d7.

    Dragons reside in the nine Weyrs, located in the craters of ancient volcanoes. This location provides defense against ground attack (defend with d7) but not against aerial assault from another weyr (attack with d7 to all weyrs). However, dragons do not fight well on the ground, so move with caution against the surrounding territories (attack with d5). Dragons are expensive to upkeep, and each weyr will lose -6 units per turn. However, dragon upkeep is offset by tithes from the minor and major holds who enjoy the weyr's protection in their region: each minor and major hold you control in the weyr's region will generate +2 units on the weyr each turn. So, you need to control at least three holds to maintain your weyrs.

    The thirteen Crafthalls offer their services to all holds in their region. Controlling a crafthall will generate +1 unit on every minor and major hold in the same region, regardless of who owns it (except for neutral). In addition, crafthalls are the centers of creativity, science, and industry on Pern, and they are often driven to new feats of ingenuity by collaboration and rivalry among themselves. Thus for each pair of crafthalls you own, you will get a +1 unit "collector" bonus to your reserves. If you control just one hall, you will get 0. Two halls yields 1, three halls yields 3, four halls yields 6, and so forth.

    You are free to sail the seas of Pern, but beware that it is difficult to transition between land and sea. Seas attack land (including Holds, Crafthalls and Weyrs) with d5, but also defend against land with d7. Note that it is possible to sail around the world (the sides wrap), but at a severe penalty.

    Miscellaneous rules: 4,5,6,7... card scale, return to attack from fortify is on, unlimited reserves, medium fog default.

    By the Egg, go now and conquer!

  • *Note: Original design by Hurricane. Reproduced and adapted for WarGear with permission.

    *Note: "The Dragonriders of Pern" is under Copyright Protection by its respective owners (Anne McCaffrey). All credit for theme, setting, and character go to those individuals. This board is strictly released only for fair use on WarGear.net.

  • 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 fortificationBordered
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralNever
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    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 bonus5
    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 selectionSeats
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %20
    Destroy unallocated CapitalsOff
    Number of units per Territory3
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsSeats