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boards:peak_knowledge:peak_knowledge [2024/03/31 13:48] Motts [Description:] |
boards:peak_knowledge:peak_knowledge [2024/04/18 07:27] Motts [Library] |
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- | [[https:// | + | [[https:// |
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==== Mechanics: ==== | ==== Mechanics: ==== | ||
- | All players start with a capital, | + | **Capital System**: Each player starts |
- | All continents | + | **Continents**: |
- | Each player gets five fortifies per turn to any connecting | + | **Fortification**: |
- | All menu territories | + | **Menu Territories**: |
- | The paths on each menu, represented by circles | + | **Menu Node Persistence**: |
- | Structures | + | **Structures**: Map structures offer strategic |
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===Fog:=== | ===Fog:=== | ||
- | Fog is defaulted | + | Fog settings default |
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==== Guard Tower ==== | ==== Guard Tower ==== | ||
- | Towers are powerful structures that attack | + | Towers are powerful structures that defend |
In most scenarios, each player starts with one tower nearby their capital. | In most scenarios, each player starts with one tower nearby their capital. | ||
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==== Library ==== | ==== Library ==== | ||
- | Libraries provide +1 knowledge into each knowledge menu you own. This is increased with knowledge tech. | + | Libraries |
- | Libraries start with four units. | + | Libraries start with four neutral |
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{{: | {{: | ||
- | Each capital has access to their own knowledge and mercenary menus. | + | Each capital has access to knowledge and mercenary menus, offering various strategic advantages and offensive capabilities. |
Each branch has a " | Each branch has a " | ||
- | The stores can be filled passively from castle ownership, via resources on board, technology, and for Mercenary Contracts | + | Both stores can be filled passively from castle ownership, via resources on board, technology, and for Mercenary Contracts |
- | Each store can attack down to the first path one-way, and every path and node can fortify back to the store if needed. | + | Each store can attack down to the first path one-way, and every path and node can fortify |
All paths return to neutral each turn, refilling to their original neutral values, so any troops remaining in those spaces will be lost. | All paths return to neutral each turn, refilling to their original neutral values, so any troops remaining in those spaces will be lost. | ||
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===== Scenarios: ===== | ===== Scenarios: ===== | ||
+ | |||
+ | Peak Knowledge offers diverse scenarios with unique setups and rules, catering to different player preferences and strategies. | ||
Each scenario has it's own map footer which helps outline the scenario rules. | Each scenario has it's own map footer which helps outline the scenario rules. | ||
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* Mercenary camps start with four neutral troops | * Mercenary camps start with four neutral troops | ||
* Libraries start with four neutral troops. | * Libraries start with four neutral troops. | ||
- | * Unmarked spaces near city start with three neutral troops | + | * Unmarked spaces near city start with two neutral troops |
**Settings: | **Settings: | ||
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===== References: ===== | ===== References: ===== | ||
+ | |||
+ | Bordered continents and localities provide strategic significance and diverse gameplay opportunities. | ||
+ | |||
+ | Border heatmaps illustrate territory connections, | ||
==== Bordered Continents: ==== | ==== Bordered Continents: ==== | ||
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==== Border Heatmaps: ==== | ==== Border Heatmaps: ==== | ||
- | Connections represented by colors. | + | Connections represented by colors. |
* Red - Two | * Red - Two | ||
* Orange - Three | * Orange - Three | ||
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==== Dice Odds: ==== | ==== Dice Odds: ==== | ||
+ | Detailed dice odds tables aid players in understanding combat probabilities. | ||
| **Roll** | **Success Ratio** | **Victory** | **Tie** | **Defeat** | **Note** | **Outcomes** | **V** | **T** | **D** | | | **Roll** | **Success Ratio** | **Victory** | **Tie** | **Defeat** | **Note** | **Outcomes** | **V** | **T** | **D** | |