167 Open Daily games
3 Open Realtime games
  • Status: Live
  • Version: 2.0
  • Designer: Ozyman
  • Rating:
  • Rating Score: 6.18 out of 10 [11 ratings]
  • Difficulty: Intermediate
  • Created Date: 19th Nov 2011
  • Release Date: 13th Nov 2011
  • Games Played: 104

Design Information
Territories 232
Continents 212
Advanced Features Border Modifiers
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 1 [View]
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Black Default Default
5 Orange Default Default
6 Purple Default Default
7 Grey Default Default
8 Cyan Default Default
9 Lime Default Default
10 Pink Default Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

It's a Maze Maze Maze Maze World!

Inspired by the 1963 madcap comedy "It's a Mad, Mad, Mad, Mad World", this map brings equal doses of insanity & inanity.


Maze segments (contigous rows or columns) are worth half their length rounded down.

Each quadrant has 3 blue squares and 2 red squares, for a total of 12 blue and 8 red squares. Each pair of blue squares is worth +3. Each pair of red squares is worth +5. Total bonus for N squares of either color is given on the map for quick reference.

Non-Obvious Borders

Each colored square "borders" one other colored square (opposite quadrant, but same relative position within their quadrants). Attacks over this border (indicated by matching letters for the pair) occur at -1. Attacks at -1 will lose about 1.12 attackers per defender.

Initial Neutrals

Blue squares start with 5 neutral units each.

Red squares start with 8 neutral units each.


Players roll 8 sided dice & can hold up to 8 cards.

Dice Odds

Normal rolls (no modifiers) have expected loses of about .76 attackers per defender.

Attacking at -1 has expected loses of about 1.12 attackers per defender.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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


Card CaptureOn
Maximum number of cards allowed8
Card values4,6,8,10,12,14,16,18,20,22,24
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 owned10
Minimum bonus units per turn5
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
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