174 Open Daily games
5 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: Kjeld
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 17th Dec 2010
  • Release Date: n/a
  • Games Played: 3
  • #1:
  • #2:
  • #3:

Design Information
Territories 77
Continents 11
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Blue Default Default
3 Orange Default Default
4 Purple Default Default
5 Grey Default Default
6 Yellow Default Default
7 Navy Default Default
8 Green Default Default
9 Pink Default Default

Board Description

AMPHIBIOUS ASSAULT

---------------------------------

>>:Description

>>NOTE: The board should be played with one of the recommended starting mods. The default mod is designed for experienced blind-at-once players, and it is not recommended for new players. Newer players may find the versus duel mod to be easier to play. Also, try the TEAM mod if you want to mix things up.

--- Intro ---

>>:A sea assault upon the fort is commencing, stemming from the battleship in the north. The main assault is composed of two waves of amphibious assault vehicles (AAV's) and troops, supported by bombardment from the battleships big guns (center of the ship).

Additionally, a small elite strike force has used a prototype stealth craft to infiltrate the south bay. The elite commandos attack and defend against the beaches at an advantage.

IMPORTANT: The Fort HQ, Bunker, All 3 Ship territories, and the Elite Strike Force are capitals -- lose all your capitals and lose the game!

It is difficult both to conduct an amphibious assault and battle uphill, and the borders are modified accordingly.

The battleship big guns can bombard all territories within the fort and the bunker.

The fort is equipped with one heavy cannon (the big gun on the SE point) that can bombard the battleship (artillery). In addition, the fort walls can pot-shot (artillery) the surrounding hill side, though expect low success (50% v 0%).

The elite strike force attacks the beach along the red attack arrows.

The bunker commands the high ground, and can attack the entire hillside below it (artillery).

The submarine torpedoes attacks the battleship's foredeck at a strong advantage (artillery). The submarine is reachable along the blue attack arrows from the beach.

The sniper's roost on top of the hill to the west of the fort has a perfect line-of-sight to the Fort HQ, and attacks at a strong advantage (artillery).

---Other Notes---

-Move order is set to 'most territories plays first'

-Card scale is 5,5,5,...

-Each player is allowed to hold 25 troops in reserve

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack movesUnlimited
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turnUnlimited
Turn OrderMost territories owned goes first
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
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 owned3
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units25
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender60
Chance of a defender killing an attacker70
Fatigue: Chance of Attack success drops by5% per 15 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 77
Continents 11
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay
Available Players
2
Card Sets Worth 5,5,5,5,5,5,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Blue Default Default
3 Orange Default Default
4 Purple Default Default
5 Grey Default Default
6 Yellow Default Default
7 Navy Default Default
8 Green Default Default
9 Pink Default Default

Board Description

AMPHIBIOUS ASSAULT

---------------------------------

>>:Description

>>NOTE: The board should be played with one of the recommended starting mods. The default mod is designed for experienced blind-at-once players, and it is not recommended for new players. Newer players may find the versus duel mod to be easier to play. Also, try the TEAM mod if you want to mix things up.

--- Intro ---

>>:A sea assault upon the fort is commencing, stemming from the battleship in the north. The main assault is composed of two waves of amphibious assault vehicles (AAV's) and troops, supported by bombardment from the battleships big guns (center of the ship).

Additionally, a small elite strike force has used a prototype stealth craft to infiltrate the south bay. The elite commandos attack and defend against the beaches at an advantage.

IMPORTANT: The Fort HQ, Bunker, All 3 Ship territories, and the Elite Strike Force are capitals -- lose all your capitals and lose the game!

It is difficult both to conduct an amphibious assault and battle uphill, and the borders are modified accordingly.

The battleship big guns can bombard all territories within the fort and the bunker.

The fort is equipped with one heavy cannon (the big gun on the SE point) that can bombard the battleship (artillery). In addition, the fort walls can pot-shot (artillery) the surrounding hill side, though expect low success (50% v 0%).

The elite strike force attacks the beach along the red attack arrows.

The bunker commands the high ground, and can attack the entire hillside below it (artillery).

The submarine torpedoes attacks the battleship's foredeck at a strong advantage (artillery). The submarine is reachable along the blue attack arrows from the beach.

The sniper's roost on top of the hill to the west of the fort has a perfect line-of-sight to the Fort HQ, and attacks at a strong advantage (artillery).

---Other Notes---

-Move order is set to 'most territories plays first'

-Card scale is 5,5,5,...

-Each player is allowed to hold 25 troops in reserve

Gameplay Settings

Gameplay TypeSimulGear
Allow reinforcement moves before attack movesUnlimited
Allow reinforced units to attack in the same roundOff
Allow order overloadingOff
Allow unit pumpingOn
Maximum number of orders allowed per turnUnlimited
Turn OrderMost territories owned goes first
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralEnd of Turn
Fog typeNone
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values5,5,5,5,5,5,5,5,5,5,5
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 owned3
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units25
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender60
Chance of a defender killing an attacker70
Fatigue: Chance of Attack success drops by5% per 15 turns

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone