Total WarGear
v 0.2
There is no surrender, no mercy, and no second place.
Six island continents - Ruuskiy, Ch'in, Alemaunsch, the Umay Caliphate, the People's Union of Amerikoi Federation (U.F.A.P.), and Indostan - vie for global dominance in Total WarGear.
Develop and control technology - seaports, airfields, comm centers, and satellites - to recruit additional troops to your side and gain a tactical advantage over your rivals. Decide where and how quickly to expand to best harness your resources and exploit your opponents' weaknesses.
-------------------------------- Map Details ----------------------------------
Starting scenario:
Each player begins with 8 units on one of the six islands. All capitals begin with 1 unit, sea ports with 2, airfields with 4, comm centers with 3, and every other territory is vacant.
Vision:
This is a foggy map - only adjacent territories and unit counts are visible.
Capitals:
Each island has a capital (the star-shaped territory) that has powerful offensive and defensive capabilities. Capitals attack every territory on their island with 7-sided dice (artillery attacks to the seven territories that don't immediately border the capital). They also defend with 9-sided against their 3 surrounding territories. However, owning a capital opens you up to a new vulnerability - if a player loses his or her last capital, that player loses the game (33% unit assimilation for the conquering player).
Seaports and Airfields:
Each seaport may attack each other seaport. Seaports have no unit maximum.
Airfields attack other airfields. In addition, airfields may bomb all capitols with standard (d6 v d6) dice -- this is an artillery strike, and can only destroy enemy units, not actually conquer the territory. Airfields have a 10-unit maximum.
Satellites and Comm Centers:
Each satellite defends with only d4 and can attack all other satellites and its associated comm center. A satellite can lift the 'fog of war', allowing its owner to view all territories on its associated island. Comm centers have a 15-unit maximum.
Bonuses:
Each capitol is worth +3, each seaport, airfield, and comm center +1. Controlling all satellites yields +6 and controlling all ports, all airports, or all comm centers an additional +3 (total = +9).
Each island has a Hordes bonus system, where each territory provides a bonus of +1 if you control it and all neighboring territories (not including the capitals, seaports, airfields, and comm centers). This means that controlling an entire island will yield +10, but controlling only part of an island can yield a smaller bonus as well.
Miscellaneous:
2 fortifies per turn, to any connected territory.Card scale is 3,5,7,9,11,13,15,20,3,...