178 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: Alpha
  • Rating:
  • Rating Score: 8.90 out of 10 [10 ratings]
  • Difficulty: Intermediate
  • Created Date: 25th Jun 2011
  • Release Date: 16th Aug 2011
  • Games Played: 1,035

Design Information
Territories 204
Continents 722
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting None
Fog Override Disabled
Open Games 1 [View]
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Starting Cards Starting Bonus Win Condition
1 Black Default Default
2 White Default Default

Board Description

Ten - Propagation

Ten is strategy-only style game

Dice odds do not play a role in Ten. All attacks are made with zero sided die, so it is impossible to win an attack when there is a defending unit present (only attack abandoned territories - those territories with zero units).

The game starts with the 100 green squares randomly assigned to the black and white players. Black starts the game with two units to place on the board (in their starting circle) and White starts the game with three units to place on the board. The starting circles are connected to the green squares only. Each of the green squares are only connected to the blue rectangle within the green square.

Each turn players have the ability to take territories using their fortifications and attacks. The goal is to "turn-on" production in the green squares. A green square can be "turned on" by owning the green square and the blue rectangle within. To protect the production of a "turned-on" territory, make sure that a unit is present in corresponding green square and not just in the blue rectangle.

A "turned-on" square will turn on all owned adjacent (up, down, left, right) green squares at the beginning of your next turn. This means that the production squares will propagate through the rest of connected component on the board as the game progresses.

Each turn two units will be placed in the starting circles to be placed on the board. Including the starting circles and ending swordsmen, there are 204 territories on the board, controlling 100 of them at the beginning of a turn will give you a unit to place in the swordsman to finish the game.

Basic Strategies:

Turn on squares which are connected on a large patch of your color.

Use extra units to secure squares, even if they are not yet turned-on. Since only the green squares can be attacked, owning a green square with a unit present secures that the corresponding blue rectangle cannot be taken by the opponent.

Attempt to break-up the connectivity of the opponent's components to slow down the propagation they are receiving.

Good luck and enjoy.

-Alpha

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowed3
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 owned100
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOff
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice0
Number of sides on Defender's Dice1

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Player10
Decrease unit count per player0
Initial unit count minimum10
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone