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designer_tutorials:board_designer:rules

Rules

Board rules are defined by the board designer and can be found on the Rules tab of the board information page or in the Board tab of the Flash Player in an active game. With the exception of the Fog Setting of certain boards, rules cannot be modified by a player. The following tables display the available rules a board designer has access to, the available settings, and a brief description of those rules. Check out the FAQs for more details on complicated Rules.

Gameplay Settings:

See Playing a game - Turn Based and Playing a game - SimulGear for more information on Gameplay.

RuleAvailable SettingDescription
Gameplay TypeTurn Based/SimulGearIn Turn Based games each player takes their turn one after another. In SimulGear games each player builds an order list and the orders are executed simultaneously.
Return to unit placement from attack (Available only with Turn Based setting)On/OffAllows players to return to unit placement after attacking
Return to attack after fortify (Available only with Turn Based setting)On/OffAllows players to return to attack after fortify
Number of attacks allowed (Available only with Turn Based setting)1-100, UnlimitedThe number of attacks a player is allowed to use in a Turn Based game.
Number of fortifies allowed (Available only with Turn Based setting)0-100, UnlimitedThe number of fortifies a player is allowed to use in a Turn Based game.
Multiple Attacks (Available only with Turn Based setting)On/OffIf On and the Number of Attacks is not Unlimited, then the 'A' and 'T' buttons are available during the Attack phase and only count as a single attack when used. If Off and the Number of Attacks is not unlimited, then the 'A' and 'T' buttons are not available and all attacks must take place with the '3', '2', or '1' buttons and each count as a single attack when used.
Allow reinforcement moves before attack moves (Available only with SimulGear setting)Disabled, 1-100, UnlimitedIf Enabled, then players are allowed to transfer or fortify troops from one territory to another territory prior to the Attack phase. Reinforcement orders are guaranteed to occur.
Allow reinforcing units to attack in the same round (Available only with SimulGear and Allow reinforcement moves before attack moves Enabled setting)On/OffIf turned On, then units moved during the Reinforce phase can then be used during the Attack phase. This effectively allows units to move twice per round.
Allow order overloading (Available only with SimulGear setting)On/OffIf turned On, then territories with a unit maximum can be attacked from a single territory by more than the unit maximum. If turned Off, then territories with a unit maximum can only be attacked from a single territory by the unit maximum.
Allow unit pumping (Available only with SimulGear setting)On/OffIf turned On, then units have a possibility of fortifying a territory and then being used to attack. If turned Off, then units from a fortify will not be used for an attack.
Turn order each round (Available only with SimulGear setting)Seat order, Random order, Most units on board goes first, Least units on board goes first, Most territories owned goes first, Least territories owned goes firstThe order in which player's orders will be carried out. Most/Least units on board is reflected prior to Place for that round.
Allow fortificationAcross bordering territories only, To any connected territory, To any owned territoryAllows transfers of troops to only bordering territories, through a continuous set of bordering territories, or to any territory. Each transfer action only counts as one single transfer.
Allow abandonment of territoriesOn/OffAllows players to completely abandon/empty a territory
Abandoned territories revert to neutralNever, Immediately, End of TurnIf a player abandons a territory the territory can remain player owned with 0 troops present (and 0 defending), the territory can turn to Neutral with 0 troops present, or the territory can remain player owned with 0 troops until the end of the player's turn and then return to Neutral with 0 troops present.
Fog typeNone, Light, Medium, Heavy, TotalRestricts the amount of territory/troop count information a player can see of other players. See Fog Setting for more information.
Allow override of fog settingOn/OffIf turned On, the game Host can alter the Fog setting in a Private or Public game.
Game historyShow/HideAllows/Disables player's ability to view the History of the game while the game is in progress

Team Settings:

RuleAvailable SettingDescription
Teamplay EnabledYes/No/Teamplay OnlyIf Yes, then the board allows Team games to be played. If No, then team games cannot be played on the board.
Team VisionOn/OffIf turned On, all players of a team see all territory and border information of the team in Fog games.
Team Unit PlacementOn/OffIf turned On, players can place units on teammate's territories.
Team Unit TransferOn/OffIf turned On, players can transfer units to teammate's territories.
Team Factory ProductionOn/OffIf turned On, Standard Factories place units on teammates's territories as well.

Cards:

See Cards for more information.

RuleAvailable SettingDescription
CardsOn/OffIf turned On, players will receive bonus troops for turning in a completed card set.
Card CaptureOn/OffIf turned On, when you eliminate a player you will receive all of his or her cards.
Maximum number of cards allowed5-10, UnlimitedThe maximum number of cards you are allowed to hold until you are forced to turn in for troops.
Non-vacant territory capture requiredOn/OffIf turned On, then a player must capture a territory that has at least one troop defending to obtain a card. If Off, then a player will obtain a card even when capturing an abandoned territory.
Card Distribution0-99 Per CardNumber of that particular card that is available in the Card deck.
Card valuesEscalation, Rotating, Set, CustomThe scale at which the number of troops you receive for turning in a completed card set.

Bonuses, Limits and Dice/Odds:

RuleAvailable SettingDescription
Bonus Multiplier1-100Number of bonus troops per 'X' number of territories defined in the “Grant a bonus unit per bonus multiplier territories” rule.
Grant a bonus unit per bonus multiplier territories1-10, DisabledPlayer will receive number of troops of the “Bonus Multiplier” rule for every 'X' number of territories he or she owns. If Disabled, no bonus troops are obtained through number of territories owned.
Minimum bonus units per turn0-100The minimum number of units per turn a player will receive. Note: This setting does not take into account continent bonuses; continent bonuses will be stacked onto this minimum bonus units number or the bonus units per x territories owned, whichever is greater.
Elimination bonus0-100Number of bonus troops received for eliminating a player.
Capturing of reserves on eliminationOn/OffIf turned On, when a player makes an elimination, he or she will capture any armies in the reserve of the eliminated player.
Maximum reserve units0-100, UnlimitedThe maximum number of units allowed to be left in reserve until a later turn
Maximum units per territory0-100, UnlimitedThe maximum number of units allowed to be present in a single territory on the board. Note: This can also be set at the individual territory level.
Number of sides on Attacker's Dice (Available only with Turn Based setting)2-20The number of sides on the attacker's dice (prior to border modifiers).
Number of sides on Defender's Dice (Available only with Turn Based setting)2-20The number of sides on the defender's dice (prior to border modifiers).
Chance of an attack killing a defender % (Available only with SimulGear setting)0-100 (increments of 5)The chance 1 attacking unit has of killing 1 defending unit.
Chance of a defender killing an attacker % (Available only with SimulGear setting)0-100 (increments of 5)The chance 1 defending unit has of killing 1 attacking unit.
Maximum number of orders allowed per turn (Available only with SimulGear setting)1-200, UnlimitedNumber of orders allowed to be set in the Attack phase.
Fatigue: Chance of Attack success drops by X % per Y turns (Available only with SimulGear setting)X: 0-100, Y: 1-100Any order number Y and beyond drops the chance of an attack killing a defender by X %. Any order number 2Y and beyond drops the chance of an attack killing a defender by 2X %, etc.

Initial Setup:

RuleAvailable SettingDescription
Initial SetupRandom/Setup basedRandom setting will set all territories to be randomly assigned or available for player/neutral selection. Setup based setting utilizes the map designer's specific initial setup scenario which assigns players and/or neutrals to specific territories and allows capital cities. Vacant territories of a scenario will be randomly assigned or available for player/neutral selection.
Capital cities (Available only with Setup based setting)On/OffIf turned On, then when a player loses all Capital Cities (as defined in the Initial Setup), then the player is eliminated even if they still have control of other non-Capital City territories. If Off, then when a player loses a Capital City the player will not be eliminated (unless that is the player's last territory.)
Capital city capture (Available only with Capital Cities On setting)On/OffIf turned On, then when a player captures another player's Capital City then they will now have an extra Capital City. If Off, then when a player captures another player's Capital City the Capital City is destroyed and the territory is no longer seen as a Capital City.
Capital city unit assimilation % (Available only with Capital Cities On setting)0-100The chance percentage that a unit will be captured from a player when capturing the last Capital City.
Destroy unallocated capitals (Available only with Capital Cities On setting)On/OffIf turned On, then Capital Cities not distributed to players are destroyed (no longer Capital Cities). If Off, then Capital Cities not distributed to players remain as Capital Cities.
Initial units count by player or territoryPlayer/TerritoryPlayer setting allows the number of initial units each player receives to be set per player and/or dependent on the number of players. Territory setting sets the number of initial units on a per territory basis.
Number of units per player (Available only with Player Initial unit count setting)0-200Number of units each player receives in reserve or on their territories
Decrease unit count per player (Available only with Player Initial unit count setting)0-50Number of units that decreases the Number of units per player setting with each additional player. For example if Number of units per player is set to 20 and Decrease unit count per player is set to 5, in a 2 player game each player would receive 15 initial units.
Initial unit count minimum (Available only with Player Initial unit count setting)0-200The minimum number of units each player will receive. In the example from above, if Initial unit count minimum is set to 20, then each player would receive 20 initial units.
Number of units per territory (Available only with Territory Initial unit count setting)0-200Number of initial units each player receives for every territory owned.
Territory selectionAutomatic, Turn based, SimultaneousAutomatic setting distributes all vacant territories randomly to players/neutrals. Turn Based setting allows each player to choose a single territory on the player's turn until all territories are taken (Note: Territory selection can take a very long time depending on map size and number of players. Simultaneous setting allows each player to rank the vacant territories that they would like to attempt to obtain from first to last, after each player has submitted an order, territory selection is distributed based on each player's order.
Unit placementAutomatic, Turn based, SimultaneousAutomatic setting distributes all initial units evenly through out each player's territories. Turn Based setting allows each player to choose a single territory and place a single troop each turn until all troops have been used (Note: Unit placement can take a very long time depending on map size and number of players. Simultaneous setting allows players to distribute any number of owned initial units to any territory that owned.
Neutral countNone, Low, Medium, HighNumber of neutral territories distributed prior territory selection.
Lock order in which seats take turns (Available only with Setup based setting)On/OffIf turned On, then seat order or the Initial Setup is the same as the turn order. If Off, then the seat order will be randomized at the start of the game and not restricted to the Initial Setup.
Lock starting bonus and cards to color or seat position (Available only with Setup based setting)Color/SeatIf set to Color, then Starting Bonus and Starting Cards as defined on the Colors tab will follow the Player Color. If set to Seat, then Starting Bonus and Starting Cards as defined on the Colors tab will follow the Seat position.
Lock player colors to specified seat number (Available only with Setup based setting)On/OffIf turned On, then player colors are distributed by Initial Setup settings. If Off, then players have the ability to choose colors during Join.
Use team name defined in Scenario (aka Colors) (Available only with Lock player colors to specified seat number On setting)On/OffIf turned On, then team names will be defined by Team Names on the Colors tab.
Allow players to choose seats (/ teams) (Available only with Lock player colors to specified seat number On setting (“/ teams” Available only with Use team name defined in Colors On setting))None/Seats(/Teams)If turned On, then players are able to choose the player color at Join and therefore his or her seat number/team. If Off, then players are unable to choose their player color at Join, therefore, player colors/seat positions/teams are randomized at the start of the game.
designer_tutorials/board_designer/rules.txt · Last modified: 2017/02/19 13:48 by redshift