185 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: Alpha
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 31st May 2010
  • Release Date: n/a
  • Games Played: 1
  • #1:
  • #2:
  • #3:

Design Information
Territories 83
Continents 12
Advanced Features View Only Borders
One-way Borders
Border Modifiers
Fortify Only Borders
Artillery Borders
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 2,2,2,2,2,2,2
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Swordsman
Farm
Watch Tower
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Yellow Default
2 Orange Default
3 Red Default
4 Pink Default
5 Purple Default
6 Lime Default
7 Teal Default
8 Blue Default
9 Green Default
10 Maroon Default
11 Black Default
12 The Runs Default

Board Description

Castle Duel Lite

This game is a strategy game for two players. It is called Castle Duel lite because it is meant to be the lite version of the Castle Duel Board I created first (will be open to the public at some point).

Starting Scenario

The game starts with two fledgling empires. On the left is the starting player who begins with 4 armies in their castle. On the right is the second player who begins with 5 armies in their castle. Both players castle walls start with 2 neutrals in them to offer some beginning defense.

Game Play

  • Each round, players are given 5 attacks and 3 fortifies.
  • Return to attack from fortify is turned on.
  • Abandonment is turned on (becomes neutral at the end of turn).
  • Castle are capitals (If you lose the center of your castle, you lose the game).
  • Fortification within connected component.
  • Unmodified dice are 6 v 6.
  • Types of Territories

  • Farms are the only territories that give a bonus (+1). Farms cannot attack anywhere and can only fortify back and forth with the center of the castle.
  • Swordsmen are the territories that your armies can occupy as you try to concur the land. They attack farms with 9 sided dice (+3).
  • Archer Towers allow you to artillary attack (attack without gaining ownership) up to two squares away. They also grant vision of the surrounding landscape. They show territories that are three territories away and can attack territories adjacent to them with normal attacks.
  • Castles are the capitals of both empires, defeating the king of the castle defeats their empire and ends the game.
  • Castle Walls attack adjacent swordsman with 8 sided dice (+2) and defend against swordsman with 8 sided dice (+2). They also have can artillay attack two territories away with 8 sided dice (+2).
  • Good Luck concurring the land.

    -Alpha

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed5
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    Game historyHide

    Team Settings

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

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values2,2,2,2,2,2,2,2,2,2,2
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 0 units per x territories ownedDisabled
    Minimum bonus units per turn0
    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 orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %100
    Destroy unallocated CapitalsOff
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum1
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 83
    Continents 12
    Advanced Features View Only Borders
    One-way Borders
    Border Modifiers
    Fortify Only Borders
    Artillery Borders
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2
    Card Sets Worth 2,2,2,2,2,2,2
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Swordsman
    Farm
    Watch Tower
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Yellow Default
    2 Orange Default
    3 Red Default
    4 Pink Default
    5 Purple Default
    6 Lime Default
    7 Teal Default
    8 Blue Default
    9 Green Default
    10 Maroon Default
    11 Black Default
    12 The Runs Default

    Board Description

    Castle Duel Lite

    This game is a strategy game for two players. It is called Castle Duel lite because it is meant to be the lite version of the Castle Duel Board I created first (will be open to the public at some point).

    Starting Scenario

    The game starts with two fledgling empires. On the left is the starting player who begins with 4 armies in their castle. On the right is the second player who begins with 5 armies in their castle. Both players castle walls start with 2 neutrals in them to offer some beginning defense.

    Game Play

  • Each round, players are given 5 attacks and 3 fortifies.
  • Return to attack from fortify is turned on.
  • Abandonment is turned on (becomes neutral at the end of turn).
  • Castle are capitals (If you lose the center of your castle, you lose the game).
  • Fortification within connected component.
  • Unmodified dice are 6 v 6.
  • Types of Territories

  • Farms are the only territories that give a bonus (+1). Farms cannot attack anywhere and can only fortify back and forth with the center of the castle.
  • Swordsmen are the territories that your armies can occupy as you try to concur the land. They attack farms with 9 sided dice (+3).
  • Archer Towers allow you to artillary attack (attack without gaining ownership) up to two squares away. They also grant vision of the surrounding landscape. They show territories that are three territories away and can attack territories adjacent to them with normal attacks.
  • Castles are the capitals of both empires, defeating the king of the castle defeats their empire and ends the game.
  • Castle Walls attack adjacent swordsman with 8 sided dice (+2) and defend against swordsman with 8 sided dice (+2). They also have can artillay attack two territories away with 8 sided dice (+2).
  • Good Luck concurring the land.

    -Alpha

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed5
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    Game historyHide

    Team Settings

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

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowedUnlimited
    Card values2,2,2,2,2,2,2,2,2,2,2
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:2

    Bonuses, Limits and Dice

    Grant 0 units per x territories ownedDisabled
    Minimum bonus units per turn0
    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 orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %100
    Destroy unallocated CapitalsOff
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum1
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countLow
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone