200 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.2
  • Designer: psilofyr
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 19th May 2012
  • Release Date: n/a
  • Games Played: 1
  • #1:
  • #2:
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Design Information
Territories 82
Continents 32
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
A Wizard of Earthsea
The Tombs of Atuan
The Farthest Shore
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Blue Default Default
3 Black Default Default
4 Orange Default Default
5 Purple Default Default
6 Lime Default Default
7 Yellow Default Default
8 Navy Default Default
9 Grey Default Default
10 White Default Default
11 Khaki Default Default
12 Brown Default Default

Board Description

Based on the Earthsea novels by Ursula K. Leguin. The board image is derived from her original hand-drawn map. Earthsea is a world of windswept islands, medieval technology, sorcery and dragons. Attacks are possible to adjacent islands as well as to more distant territories where currents and wind patterns allow - indicated by lighter connecting areas of ocean. The exceptions to this are the great port cities, which can mobilize fleets to make one-way attacks on distant islands.

- Roke can see all lands in the North, South, East, and West Reaches.

- Mount Onn can see all the lands in the Archipelago.

- Control of both Roke and Mount Onn provides 1 additional unit.

- Port cities, marked by a colored sun symbol, can attack multiple territories that cannot attack them back (Havnor Great Port, Hort Town, Awabath, the Keep of Kalessin). These territories are marked by colored flags. Control of all four of these cities provides 3 additional units.

- Power sites provide a 2 additional units to their home island each turn (The Black Well of Fundaur, The Tombs of Atuan, The Court of the Terrenon, The Gate of Selidor). They also have a +1 bonus to defending rolls. They count as capital cities, so if you capture one or more and then lose them all (including by abandonment), you will be eliminated from the game. These territories are marked by a runic symbol. Control of all four power sites provides 5 additional units.

- Control of port cities or power sites is not necessary to gain continental or sub-continental bonuses.

- Port cities and power sites start as neutral.

- Attacks into the North and South Reaches suffer a -1 penalty, due to rough seas and stormy weather. Borders carrying an attack penalty are marked by the symbol of a storm cloud.

- Abandonment of territories is allowed, at which point they revert immediately to neutral.

In the Supply Chains scenario, bonuses for continents are awarded to particular territories rather than distributed at the players discretion. Fortification is allowed at any distance as long as the target and source are connected by a chain of controlled territories.

In Barbarians at the Gate (meant for 4 or 8 players), the Archipelago is heavily armed and neutral, and the players start in the outer Reaches and must work their way inward.

Gameplay Settings

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

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
Must capture non-empty territory to earn cardOn
Card deckA:18 B:10 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

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 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