178 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 2.0
  • Designer: Ozyman
  • Rating: Unrated
  • Rating Score:
  • Difficulty: Advanced
  • Created Date: 31st Jan 2016
  • Release Date: 2nd Jun 2013
  • Games Played: 34

Design Information
Territories 291
Continents 3584
Advanced Features One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 4,6,8,10,12,14,16
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
00
01
10
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Teal 0 Default Default
2 Orange 0 Default Default

Board Description

This map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than a typical map (and a bit more slowly paced).

Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below.

Walkthrough, screenshots, discussion:

http://www.wargear.net/forum/showthread/3220p1

THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES.

FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS.

Your First Few Turns and a bit more

(written for player 1. Player 2, think left/right -> right/left).

When the game begins, your arrow territory points to the first row (state #0) which has a 'move right' action.

The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn.

If you take one (or more) of the bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take affect and you will move in the new direction, so you have to plan one step ahead.

If you dont also set the 'next state' area for your new state, you will now oscillate between state #0 and the new state.

Try not to run off the board, or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die.

Details

A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states, and is in one state at a time. A Transition Table shows for each state what the next state will be.

The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1.

In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent head you win. If your head goes off the board, or runs into a tail segment (yours or your opponent) you lose.

Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts.

To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like

operating systems, /dev/null is a special place that discards all data written to it.)

Your bit bank starts with two bits, and you get another two bits every 3 "clock cycles" (i.e. turns). A trio of square waves (to the right ofyour bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.)

Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn.

Scenarios

Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack.

Random Bits - Start with some random bits in your FSM.

Random Walls - Start with some random walls.

Random Bits and Walls - Random bits & random walls.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed4
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 TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 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 Dice2
Number of sides on Defender's Dice2

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 %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 291
Continents 3584
Advanced Features One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 4,6,8,10,12,14,16
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
00
01
10
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Teal 0 Default Default
2 Orange 0 Default Default

Board Description

This map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than a typical map (and a bit more slowly paced).

Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below.

Walkthrough, screenshots, discussion:

http://www.wargear.net/forum/showthread/3220p1

THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES.

FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS.

Your First Few Turns and a bit more

(written for player 1. Player 2, think left/right -> right/left).

When the game begins, your arrow territory points to the first row (state #0) which has a 'move right' action.

The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn.

If you take one (or more) of the bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take affect and you will move in the new direction, so you have to plan one step ahead.

If you dont also set the 'next state' area for your new state, you will now oscillate between state #0 and the new state.

Try not to run off the board, or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die.

Details

A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states, and is in one state at a time. A Transition Table shows for each state what the next state will be.

The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1.

In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent head you win. If your head goes off the board, or runs into a tail segment (yours or your opponent) you lose.

Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts.

To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like

operating systems, /dev/null is a special place that discards all data written to it.)

Your bit bank starts with two bits, and you get another two bits every 3 "clock cycles" (i.e. turns). A trio of square waves (to the right ofyour bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.)

Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn.

Scenarios

Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack.

Random Bits - Start with some random bits in your FSM.

Random Walls - Start with some random walls.

Random Bits and Walls - Random bits & random walls.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed4
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 TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 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 Dice2
Number of sides on Defender's Dice2

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 %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 273
Continents 3530
Advanced Features One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 4,6,8,10,12,14,16
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
00
01
10
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Teal 0 Default Default
2 Orange 0 Default Default

Board Description

This map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than a typical map (and a bit more slowly paced).

Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below.

Walkthrough, screenshots, discussion:

http://www.wargear.net/forum/showthread/3220p1

THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES.

FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS.

Your First Few Turns and a bit more

(written for player 1. Player 2, think left/right -> right/left).

When the game begins, your arrow territory points to the first row (state #0) which has a 'move right' action.

The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn.

If you take one (or more) of the bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take affect and you will move in the new direction, so you have to plan one step ahead.

If you dont also set the 'next state' area for your new state, you will now oscillate between state #0 and the new state.

Try not to run off the board, or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die.

Details

A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states, and is in one state at a time. A Transition Table shows for each state what the next state will be.

The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1.

In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent head you win. If your head goes off the board, or runs into a tail segment (yours or your opponent) you lose.

Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts.

To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like

operating systems, /dev/null is a special place that discards all data written to it.)

Your bit bank starts with two bits, and you get another two bits every 3 "clock cycles" (i.e. turns). A trio of square waves (to the right ofyour bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.)

Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn.

Scenarios

Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack.

Random Bits - Start with some random bits in your FSM.

Random Walls - Start with some random walls.

Random Bits and Walls - Random bits & random walls.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed4
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 TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 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 Dice2
Number of sides on Defender's Dice2

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 %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countHigh
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone

Design Information
Territories 273
Continents 3530
Advanced Features One-way Borders
Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 4,6,8,10,12,14,16
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
00
01
10
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Teal 0 Default Default
2 Orange 0 Default Default

Board Description

This map is an entry in a WarGear map making competition (Theme: 'Educational'). Starting positions are random in some scenarios, but no "dice" are rolled during the game. This map is a bit more complicated than aa typical map (and a bit more slowly paced).

Unless you are already familiar with the idea of Finite State Machines, I recommend you play the training scenario first, and just read the "Your First Few Turns" section below.

Walkthrough with screenshots:

https://sites.google.com/a/prestopnik.com/wgame/map/finite-state-machine/how-to-play

Discussion:

http://www.wargear.net/forum/showthread/3220p1

THIS MAP RELIES HEAVILY ON WARGEAR FACTORIES.

FACTORIES ARE CONTINENTS THAT PLACE UNITS (POSITIVE & NEGATIVE) AUTOMATICALLY FOR YOU. FACTORY PLACEMENT OF UNITS OCCURS BEFORE YOU (THE PLAYER) GET TO PLACE UNITS.

Your First Few Turns and a bit more

(Written for Teal. Orange think left/right -> right/left).

When the game begins, your arrow territory points to the first row (state 000) which has a 'move right' action.

The arrow will stay in this position and your snake will continue to move to the right one square every turn if you do nothing but end your turn.

If you put one (or more) bits in the first row, then the next turn your arrow will move to a different state. It takes another turn for the change of state to take effect and you will move in the new direction, so you have to plan one step ahead.

If you don't also set the 'next state' area for your new state, you will now oscillate between state 000 and the new state.

Try not to run off the board or run into anything. If you turn 180 degrees (e.g. left to right, etc.) in one turn, you will run into your own tail and die, so (for example) do not put 010 or 100 into the first row!.

Details

A Finite State Machine (FSM) is a very simple computer, like the controller for the lights at an intersection. A FSM has a number of different states and is in one state at a time. A Transition Table shows for each state what the next state will be.

The first player (teal) is on the left side of the board. The second player (orange) is on the right side of the board. Computer programs often start counting with 0, so the first player is player #0 and the second player is player #1.

In between the two players is the battleground where your 'snake' lives. Each player is playing a 'snake' type game. To win you must keep your 'snake' alive. Your snake has a head (diamond) and a tail (square w/diamond cutouts). Each turn your head moves one square, and your tail grows behind it. If your head 'eats' the opponent's head you win. If your head goes off the board or runs into a tail segment (yours or your opponent) you lose.

Your FSM has 8 states (1 per row), labeled in binary: 000, 001, 010, 011, 100, 101, 110, 111. The current state is pointed to by an arrow territory (a Program Counter) on the left side of your area. (e.g. 0-pc-3 indicates the #3 State (011) for player #0). You can not interact with the 8 arrows directly. Instead you modify the 'Next State' column in your transition table, and then a round later, the PC arrow moves automatically before your turn starts.

To modify the "next state" column you can set bits by attacking from your bit bank, and you can remove bits by attacking from the bit to /dev/null. (In Unix-like

operating systems, /dev/null is a special place that discards all data written to it.)

Your bit bank starts with two bits, and you get another two bits every three "clock cycles" (i.e. turns). A trio of square waves (to the right of your bit bank) tracks your clock cycles. (In electronics and especially digital circuits, a clock signal is a particular type of signal that oscillates between a high and a low state and is utilized like a metronome to coordinate actions of circuits.)

Each state of your FSM has an associated Direction. At the beginning of your turn your snake head will travel one unit in the direction of your current state, then advance to the next state. This means that the direction associated with the 'current state' (i.e the row with a light up arrow) will not be executed until the beginning of your next turn.

Scenarios

Training - Simplest scenario useful while learning the board, but probably boring once mastered. Start with some extra bits and an extra attack.

Random Bits - Start with some random bits in your FSM.

Random Walls - Start with some random walls.

Random Bits and Walls - Random bits & random walls.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed4
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 TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 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 Dice2
Number of sides on Defender's Dice2

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 %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsNone