178 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: Red Baron
  • Rating:
  • Rating Score: 7.58 out of 10 [12 ratings]
  • Difficulty: Beginner
  • Created Date: 21st Nov 2009
  • Release Date: 8th Dec 2009
  • Games Played: 229

Design Information
Territories 83
Continents 14
Advanced Features Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
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 None
Fog Override Enabled
Open Games 0
 
Cards
Ribbon Land
Glacial Seascape
Ice Camp
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition

Board Description

Panglacia is an ice world. Most of the planet is dominated by thick and heavy ice caps, such that the only habitable zone is a narrow ribbon around the equator. But that doesn't mean Panglacia isn't worth conquering! It has many grand cities and prosperous farms just waiting to be plundered by your victorious troops.

Four types of surface feature exist on the planet:

Cities are the planet's most valuable assets. Each city will generate an extra army for you, but only if you own every city, farm, and seaport in the associated region. Cities are initialized with neutral armies to improve the odds of getting a fair start for all players.

Farms won't give you armies the way cities do, but they support the cities and must be owned to get credit for their region.

Seaports are a special kind of city that allow you to transport armies across oceans to other seaports, so that you may extend your conquests to other land masses. Like regular cities, they are worth a point if you own the region they are in and are initialized with neutral armies.

Ice Camps are outposts on the glaciers, each associated with a city, but not considered part of that city's region. They provide a means for marching armies across the glaciers. When attacking from one ice camp to another, the defender gets a small dice advantage (since the long march across the ice tires out the attacking army).

The value of a region is equal to the number of cities and seaports it has.

The long, thin map is split into two parts on this board, the western hemisphere on the top and the eastern on the bottom. Each end of a hemisphere wraps around to the opposite end of the other.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
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 typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
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 cardOff
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn5
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
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