178 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: Yertle
  • Rating:
  • Rating Score: 9.39 out of 10 [18 ratings]
  • Difficulty: Intermediate
  • Created Date: 31st Mar 2011
  • Release Date: 23rd May 2011
  • Games Played: 0

Design Information
Territories 240
Continents 131
Advanced Features Border Modifiers
One-way Borders
Artillery Borders
Capitals
 
Board Settings
Gameplay
Available Players
2 4
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 Light
Fog Override Enabled
Open Games 0
 
Cards
Honor
Duty
Bloodshed
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Scarlen Default Default
2 Cynasa Default Default
3 Verenger Default Default
4 Goldran Default Default
5 Mekenn Default Default
6 Vitoras Default Default
7 Shiborath Default Default
8 Skelherr Default Default
9 Navi Default Default
10 Vilo Default Default

Board Description

My Kingdom:

Capitals

Cumberdale Classic

1102 A.D. - The King is dead! Now the sons of the king are battling for his kingdom. Who will prevail...

Gameplay: The gameplay is SimulGear with some advanced settings.

Layout: The Crown kingdom is at the center of the board, with eight kingdoms positioned just outside of the Crown. Centered at each of the kingdoms is the Throne. Beyond the Thrones lie the Castle territories (outlined in grey). Beyond the Castles lie the Farmland territories (outlined in yellow). On the outskirts of the board are positioned four characters; Spy, Wizard, Assassin, and Mercenary.

Movement, Modifiers, and Limits: Default dice are set to A60%, D75%. Basic movement occurs in the Fields (outlined in green), the Farmlands and the Castles. A border modifier is in place when attacking from a Farmland to a Castle territory in which dice are set to A50%, D90%.

Thrones are able to attack as default to Castle territories and one-way to Farmlands (except for the case of the Crown, which the Palace grounds attack to the Farmlands rather than the Throne). Thrones also attack to each of the characters.

The Spy attacks to all 8 small kingdoms' Castles and Throne with dice set to A10%, D100%. The Spy has a maximum number of units of 3.

The Wizard attacks to the Crown's Castles with dice set to A80%, D75%. In the non-Classic Scenarios, the Wizard also attacks the Palace Grounds with an Artillery Border with dice set to A80%, D75%. The Wizard has a maximum number of units of 50.

The Assassin attacks to all 8 small kingdoms' Thrones with dice set to A80%, D75%. The Assassin has a maximum number of units of 50.

The Mercenary does not attack/fortify anywhere. The Mercenary has a maximum number of units of 20.

Bonuses: The 8 small kingdoms' Thrones produce +5 units, while the Crown Throne produces +10 units. All Farmlands produce +1 unit, but only if the associated Throne of the kingdom is held also! The Mercenary produces +10 units. There is also the +1 unit per 3 territories bonus as well. In the non-Classic Scenarios, the Spy, Wizard, and Assassin are also worth +2 units.

Non-Classic Scenarios: The following gameplay changes are set for all Non-Classic Scenarios: Fatigue set to 20% for orders 70+, Max Number of Orders set to 100, and an Elimination Bonus of 5 units.

Finally, be sure and read the Board Descriptions in the Flash Player for each Scenario to identify any changes different than outlined here.

Thanks!

=Yertle

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 turn100
Turn OrderMost units on board goes first
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralNever
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
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 turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units50
Maximum units per territoryUnlimited
Auto Assign Factories
Chance of an attacker killing a defender60
Chance of a defender killing an attacker75
Fatigue: Chance of Attack success drops by20% per 70 turns

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 %25
Destroy unallocated CapitalsOff
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