177 Open Daily games
0 Open Realtime games
  • Rating:
  • Rating Score: 10.00 out of 10 [1 rating]
  • Difficulty: Advanced
  • Created Date: 29th Mar 2012
  • Release Date: 27th Mar 2012
  • Games Played: 41

Design Information
Territories 425
Continents 285
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Lion King
King of Pop
Burger King
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Yellow Default Default
4 Green Default Default
5 Blue Default Default
6 Purple Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 Brown Default Default

Board Description

THRONE DEFENSE

This game is designed to play like a tower defense game. The object is to protect your Throne with defense Towers while attempting to eliminate the other players by emptying their Thrones.

To attack a throne you must attack from your Treasure Chest to a Control Orb. Each player has an Orb that connects to each hallway, except his own. This is to prevent a player from moving in his own hallway, doing so is forbidden and will result in autoelimination.

Once you own an Orb, you may attack down the hallway and collect Gold on your way towards the Throne, but be careful the player likely will have defense Towers. Once you enter a hallway, you will no longer be able to place any units in those territories. You must bring as large an army as you intend to use when you initially enter the hallway, reinforcements are not possible.

To take a Tower in your own hallway, you must attack from your Treasure Chest to the 3 Statues beneath it. Each statue connects to 3 specific types of Towers which are noted on the legend. The number under the Tower represents the dice used to attack the hallway.

There are 3 sub-types of Towers. Each statue contains one of each. The first 2 are attack towers and the third is for defense. The first attacks the territories directly adjacent to it with artillery borders. The second attacks adajcent and diagonal territories with artillery borders. The third attacks specific locations in your own hallway creating a blockade. The territories attackable by these territories are the only territories you are allowed to control in your own hallway. Violating this will result in auto-elimination.

The statues attack the hallway with the same dice that their attack Towers do. The Throne also attacks the 2 closest hallway territories to it with artillery borders. All towers have a maximum of 10 units.

Abandon is on and territories revert to neutral immediately, thus, artillery borders can kill all the units in a territory, causing it the revert to neutral, setting the attacking player back. It may seem that the towers are dead ends if they have nothing to attack, since artillery borders cannot attack an empty territory.

A turn consists of 6 attacks and 3 fortifies, you may not return to a past phase. All Gold territories fortify back to your Treasure Chest, and so does your Throne.

Thrones are Capital Cities, but once captured are no longer. Elimination bonus is +50 units. You may store an unlimited number of units in reserve, but you may not return to placement after attacking.

Enjoy!

NOTE: Be careful not to attack with, or transfer your last unit from a territory. Doing so will forfeit possesion of the territory, and any bonus that goes along with it. Also, a reminder, DO NOT TAKE TERRITORIES IN YOUR OWN HALLWAY (aside from the territories adjacent to the shield, and the armored territories, including your own gold) OR YOU WILL BE ELIMINATED AUTOMATICALLY. Lastly, once you take a throne, do not keep it, it is no longer a capital city, and will only provide a negative outcome, including potential elimination from owning a new hallway. If you happen to get stuck with a throne and run out of attacks, you may fortify from the new throne into your treasure chest to avoid losing the units.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOff
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned7
Minimum bonus units per turn3
Elimination bonus50
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice6

Initial Setup

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

Design Information
Territories 425
Continents 285
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Lion King
King of Pop
Burger King
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Yellow Default Default
4 Green Default Default
5 Blue Default Default
6 Purple Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 Brown Default Default

Board Description

THRONE DEFENSE

This game is designed to play like a tower defense game. The object is to protect your Throne with defense Towers while attempting to eliminate the other players by emptying their Thrones.

To attack a throne you must attack from your Treasure Chest to a Control Orb. Each player has an Orb that connects to each hallway, except his own. This is to prevent a player from moving in his own hallway, doing so is forbidden and will result in autoelimination.

Once you own an Orb, you may attack down the hallway and collect Gold on your way towards the Throne, but be careful the player likely will have defense Towers. Once you enter a hallway, you will no longer be able to place any units in those territories. You must bring as large an army as you intend to use when you initially enter the hallway, reinforcements are not possible.

To take a Tower in your own hallway, you must attack from your Treasure Chest to the 3 Statues beneath it. Each statue connects to 3 specific types of Towers which are noted on the legend. The number under the Tower represents the dice used to attack the hallway.

There are 3 sub-types of Towers. Each statue contains one of each. The first 2 are attack towers and the third is for defense. The first attacks the territories directly adjacent to it with artillery borders. The second attacks adajcent and diagonal territories with artillery borders. The third attacks specific locations in your own hallway creating a blockade. The territories attackable by these territories are the only territories you are allowed to control in your own hallway. Violating this will result in auto-elimination.

The statues attack the hallway with the same dice that their attack Towers do. The Throne also attacks the 2 closest hallway territories to it with artillery borders. All towers have a maximum of 10 units.

Abandon is on and territories revert to neutral immediately, thus, artillery borders can kill all the units in a territory, causing it the revert to neutral, setting the attacking player back. It may seem that the towers are dead ends if they have nothing to attack, since artillery borders cannot attack an empty territory.

A turn consists of 6 attacks and 3 fortifies, you may not return to a past phase. All Gold territories fortify back to your Treasure Chest, and so does your Throne.

Thrones are Capital Cities, but once captured are no longer. Elimination bonus is +50 units. You may store an unlimited number of units in reserve, but you may not return to placement after attacking.

Enjoy!

NOTE: Be careful not to attack with, or transfer your last unit from a territory. Doing so will forfeit possesion of the territory, and any bonus that goes along with it. Also, a reminder, DO NOT TAKE TERRITORIES IN YOUR OWN HALLWAY (aside from the territories adjacent to the shield, and the armored territories, including your own gold) OR YOU WILL BE ELIMINATED AUTOMATICALLY. Lastly, once you take a throne, do not keep it, it is no longer a capital city, and will only provide a negative outcome, including potential elimination from owning a new hallway. If you happen to get stuck with a throne and run out of attacks, you may fortify from the new throne into your treasure chest to avoid losing the units.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOff
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned7
Minimum bonus units per turn3
Elimination bonus50
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice6

Initial Setup

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

Design Information
Territories 425
Continents 285
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Fortify Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
3 4 5
Card Sets Worth 1,2,3,4,5,6,7
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Lion King
King of Pop
Burger King
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Orange Default Default
3 Yellow Default Default
4 Green Default Default
5 Blue Default Default
6 Purple Default Default
7 Black Default Default
8 Cyan Default Default
9 Pink Default Default
10 Brown Default Default

Board Description

THRONE DEFENSE

This game is designed to play like a tower defense game. The object is to protect your Throne with defense Towers while attempting to eliminate the other players by emptying their Thrones.

To attack a throne you must attack from your Treasure Chest to a Control Orb. Each player has an Orb that connects to each hallway, except his own. This is to prevent a player from moving in his own hallway, doing so is forbidden and will result in autoelimination.

Once you own an Orb, you may attack down the hallway and collect Gold on your way towards the Throne, but be careful the player likely will have defense Towers. Once you enter a hallway, you will no longer be able to place any units in those territories. You must bring as large an army as you intend to use when you initially enter the hallway, reinforcements are not possible.

To take a Tower in your own hallway, you must attack from your Treasure Chest to the 3 Statues beneath it. Each statue connects to 3 specific types of Towers which are noted on the legend. The number under the Tower represents the dice used to attack the hallway.

There are 3 sub-types of Towers. Each statue contains one of each. The first 2 are attack towers and the third is for defense. The first attacks the territories directly adjacent to it with artillery borders. The second attacks adajcent and diagonal territories with artillery borders. The third attacks specific locations in your own hallway creating a blockade. The territories attackable by these territories are the only territories you are allowed to control in your own hallway. Violating this will result in auto-elimination.

The statues attack the hallway with the same dice that their attack Towers do. The Throne also attacks the 2 closest hallway territories to it with artillery borders. All towers have a maximum of 10 units.

Abandon is on and territories revert to neutral immediately, thus, artillery borders can kill all the units in a territory, causing it the revert to neutral, setting the attacking player back. It may seem that the towers are dead ends if they have nothing to attack, since artillery borders cannot attack an empty territory.

A turn consists of 6 attacks and 3 fortifies, you may not return to a past phase. All Gold territories fortify back to your Treasure Chest, and so does your Throne.

Thrones are Capital Cities, but once captured are no longer. Elimination bonus is +50 units. You may store an unlimited number of units in reserve, but you may not return to placement after attacking.

Enjoy!

NOTE: Be careful not to attack with, or transfer your last unit from a territory. Doing so will forfeit possesion of the territory, and any bonus that goes along with it. Also, a reminder, DO NOT TAKE TERRITORIES IN YOUR OWN HALLWAY (aside from the territories adjacent to the shield, and the armored territories, including your own gold) OR YOU WILL BE ELIMINATED AUTOMATICALLY. Lastly, once you take a throne, do not keep it, it is no longer a capital city, and will only provide a negative outcome, including potential elimination from owning a new hallway. If you happen to get stuck with a throne and run out of attacks, you may fortify from the new throne into your treasure chest to avoid losing the units.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values1,2,3,4,5,6,7,8,9,10,11
Must capture non-empty territory to earn cardOff
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned7
Minimum bonus units per turn3
Elimination bonus50
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice6

Initial Setup

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