206 Open Daily games
2 Open Realtime games
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 22nd Oct 2012
  • Release Date: n/a
  • Games Played: 0
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  • #2:
  • #3:

Design Information
Territories 782
Continents 574
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
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

board ideas:

- 3 units that can move from corners to center (limit 6? moves with even 6v6 dice)

- spiders will have webs of neutral 1s blocking the way

- ability to 'block' using 2 pegs from edges - will attack from players attack turrets

- get 2 units per turn to place in one of the turrets, will need to use 2 attacks on edge to create a pinpoint

- factories will generate a neutral wall where pinpointed

- lose all 3 units you're screwed? or respawn?

- get onto your pedestal to enter temple,

- temple defense bonus?, temple attacks capitals (corners) with gauranteed win (to elim other players)

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 782
Continents 574
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
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

rough ideas:

- 3 units that can move from corners to center (limit 5? moves. even dice?)

- spiders will have webs of neutral 1s blocking the way

* ability to 'block' using blocks of 2 from edges - will attack from light grey turrets

- get 2 units per turn to place in one of the turrets, will need to use 2 attacks to use

- factories? placement? if max of 1 on boad, how to get both units side by side, as opposed to corner to corner or singles all over....

- lose all 3 units you're screwed?

- get onto your pedestal to enter temple, get a bonus to attack temple

- temple defense bonus, attacks anywhere with gauranteed win (to elim other players)

*(working kinks out in this)

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 782
Continents 574
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
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

board ideas:

- 3 units that can move from corners to center (limit 6? moves with even 6v6 dice)

- spiders will have webs of neutral 1s blocking the way

- ability to 'block' using 2 pegs from edges - will attack from players attack turrets

- get 2 units per turn to place in one of the turrets, will need to use 2 attacks on edge to create a pinpoint

- factories will generate a neutral wall where pinpointed

- lose all 3 units you're screwed? or respawn?

- get onto your pedestal to enter temple,

- temple defense bonus?, temple attacks capitals (corners) with gauranteed win (to elim other players)

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 782
Continents 574
Advanced Features One-way Borders
Border Modifiers
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
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

board ideas:

- 3 units that can move from corners to center (limit 6? moves with even 6v6 dice)

- spiders will have webs of neutral 1s blocking the way

- ability to 'block' using 2 pegs from edges - will attack from players attack turrets

- get 2 units per turn to place in one of the turrets, will need to use 2 attacks on edge to create a pinpoint

- factories will generate a neutral wall where pinpointed

- lose all 3 units you're screwed? or respawn?

- get onto your pedestal to enter temple,

- temple defense bonus?, temple attacks capitals (corners) with gauranteed win (to elim other players)

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed6
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 ownedDisabled
Minimum bonus units per turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory0
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone