205 Open Daily games
2 Open Realtime games
  • Status: Retired
  • Version: 23.0
  • Designer: Thingol
  • Rating: Unrated
  • Rating Score:
  • Difficulty: Intermediate
  • Created Date: 3rd Dec 2019
  • Release Date: 3rd Oct 2018
  • Games Played: 0

Design Information
Territories 812
Continents 2724
Advanced Features View Only Borders
Fortify Only Borders
One-way Borders
Attack Only Borders
Artillery Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 1,1,1,1,1,1,1
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Room
Tomb
Hall
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange WA Default Default
2 Green WB Default Default
3 Purple WC Default Default

Board Description

Subterfuge

Dark Duels

wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

Gameplay:

Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 10 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard magic item, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 4 locations.
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed10
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 812
    Continents 2724
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Room
    Tomb
    Hall
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange WA Default Default
    2 Green WB Default Default
    3 Purple WC Default Default

    Board Description

    Subterfuge

    Dark Image

    wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 9 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard magic item, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 4 locations.
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed9
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 815
    Continents 2733
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    2
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Room
    Tomb
    Hall
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange WA Default Default
    2 Green WB Default Default
    3 Purple WC Default Default

    Board Description

    Subterfuge

    Light Duels

    wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the other players to be eliminated on the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 10 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 6 locations (as opposed to 4 positions on the dark image).
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed10
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 815
    Continents 2733
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Room
    Tomb
    Hall
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange WA Default Default
    2 Green WB Default Default
    3 Purple WC Default Default

    Board Description

    Subterfuge

    Light Image

    wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the other players to be eliminated on the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 9 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 6 locations (as opposed to 4 positions on the dark image).
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed9
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 815
    Continents 2733
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Room
    Tomb
    Hall
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange WA Default Default
    2 Green WB Default Default
    3 Purple WC Default Default

    Board Description

    Subterfuge

    More Orders

    wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the other players to be eliminated on the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 12 attack/move orders per turn, with 3 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 6 locations (as opposed to 4 positions on the dark image).
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed12
    Number of fortifies allowed3
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 801
    Continents 2475
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Crypts
    Corridor
    Hall
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange WA Default Default
    2 Green WB Default Default
    3 Purple WC Default Default

    Board Description

    Subterfuge

    Ogg's Version

    wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)! Additionally, in this version, you can remove secured items from your opponents.

  • Max number of 10 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • Removing opposing player magic items
  • In this scenario, a player can remove capture magic items from his

    opponents by traveling to these items and using an artillery border

    to kill the secured item unit.

  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 4 locations.
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed10
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 792
    Continents 2670
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth Off
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Room
    Tomb
    Hall
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange Default Default
    2 Green Default Default
    3 Purple Default Default

    Board Description

    Subterfuge

    Sudden Death

    wikilink http://www.wargear.net/wiki/doku.php?id=boards:subterfuge:subterfuge

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 9 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard magic item, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow teleport to 2 other nearby teleport locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where nearby portals can teleport to in one-way fashion.
  • Some paths wrap around N-S and E-W.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - unlike the other scenarios for this map, there is no way to gain additional units. You have 1 and only 1 unit, so use it wisely. If you lose your unit, remember that you must end turn once to allow the game mechanics to remove your base.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed9
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    Game historyShow

    Team Settings

    Teamplay EnabledNo
    Team VisionOn
    Team Unit PlacementOff
    Team Unit TransferOff
    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 eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone

    Design Information
    Territories 812
    Continents 2724
    Advanced Features View Only Borders
    Fortify Only Borders
    One-way Borders
    Attack Only Borders
    Artillery Borders
    Factories
     
    Board Settings
    Gameplay Turn Based
    Available Players
    3
    Card Sets Worth 1,1,1,1,1,1,1
    Territory Selection Automatic
    Unit Placement Automatic
    Starting Setup Scenario based
    Capital Cities On
    Teamplay Disabled
    Fog Setting Medium
    Fog Override Disabled
    Open Games 0
     
    Cards
    Room
    Hall
    Tomb
    Wild
    Seat Color Team Starting Cards Starting Bonus Win Condition
    1 Orange WA Default Default
    2 Green WB Default Default
    3 Purple WC Default Default

    Board Description

    Subterfuge

    Wild Portals

    Gameplay:

    Skedaddle around the dungeon, acquiring treasure and avoiding other players. The first player to acquire enough treasure items will trigger the Victory Portal the following turn. But beware, for all attacks are at d1 vs d0 (attacker always wins)!

  • Max number of 9 attack/move orders per turn, with 2 fortifies to any connected locations.
  • Some treasure spots have a unique player color (ending turn on an opponent's color item does nothing). There are 8 of these per each color. To acquire an item, you must end your turn on the item. Items are typically numbered 1 to 8 moving from top left to bottom right, like a typewriter, for all colors. Each magic item has a unique shape. These items can be taken in any order. Special note - do not leave a unit on a magic item for successive turns, as it will be factory-destroyed. This was done to prevent 'gaming' of the system to create additional units.
  • There is one centrally located wildcard magic item - it is worth 2 of your regular items and can be taken by either player. There are 3 locations (pink outline) with which to capture this item, one on each side of the center triange. If a player has secured the wildcard magic item, they will have view borders to all locations in the chamber. Note that an opponent may take the wildcard item from you even after it has been secured.
  • There are seven blue locations which are teleporters. These locations allow access to all other teleporter locations. Teleporters also allow a fortify to base/capital. In addition, there are 5 'defunct' portals, where teleporters have one-way borders to.
  • Some paths wrap around N-S and E-W.
  • Vision. Each player has vision to the opponents secured items as well as the wildcard items secured. Doors and line of sight block vision. Within corridors, players will have a line of sight vision of up to 4 locations.
  • There are 10 special lantern sconces. Securing these (by ending a turn on their activation locations) will grant the player vision to a goodly portion of the dungeon specific to that light sconce. Note - these sconces do not allow vision into enclosed rooms (rooms with doors). Note2 - like the wildcard item, these lanterns can be taken from you by a wandering opponent.
  • Win Conditions: Acquire any 6 of 8 of the items for your color OR acquire 4 of your color items and the wildcard magic item. On your next turn, you will acquire the victory portal from which you can attack the opposing capitals via artillery border. Pick the opponent whom you attack wisely as you can only attack one capital per turn. An alternative way of winning is you can simply eliminate all your opponents on-board units. Note - for players who have had their last onboard unit eliminated, you may have to do one end-turn until the factory-elimination kicks in.
  • Gaining additional units - there are 2 ways. Cashing a Set - unit placement enabled on capital. Attacking back onto the board from one of your secured items (or fortifying back to your capital from one). Doing so disables the 'secured' position of the item, however, and you'll need to re-acquire it. Note1 - to enable a unit to be placed at the base, evacuate it first by attacking forward from it, then either place a unit on the base (if card cash) or fortify from the secured item. Note - the capital has fortify borders to each of the secured item locations.
  • Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOn
    Return to attack after fortifyOn
    Number of attacks allowed9
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingNo
    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 values1,1,1,1,1,1,1,1,1,1,1
    Must capture non-empty territory to earn cardOn
    Card deckA:18 B:18 C:18 W:4

    Bonuses, Limits and Dice

    Grant 1 unit per x territories ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOff
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice1
    Number of sides on Defender's Dice0

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOff
    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 Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOff
    Allow players to choose seats / teamsNone