207 Open Daily games
3 Open Realtime games
  • Status: Retired
  • Version: 12.0
  • Designer: Ozyman
  • Rating:
  • Rating Score: 9.37 out of 10 [71 ratings]
  • Difficulty: Advanced
  • Created Date: 5th Jul 2023
  • Release Date: 27th Nov 2011
  • Games Played: 0

Design Information
Territories 189
Continents 519
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Attack Only Borders
Fortify Only Borders
Board Settings
Gameplay Turn Based
Available Players
2 3 4
Card Sets Worth 5,5,5,5,6,6,6
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Heavy
Fog Override Enabled
Open Games 0
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Yellow 5 Default
2 Blue 6 Default
3 Red 6 Default
4 Green 7 Default
5 Black Default Default
6 Orange Default Default
7 Purple Default Default
8 Grey Default Default
9 Cyan Default Default
10 Lime Default Default
11 Pink Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

In any battle to conquer the world, the force with the better technology will have an advantage. In this map each of the four contenders for world dominance has a 'tech tree' which represents technological developments they can invent.

Wiki Page

Please visit the wiki page. It has the same information as here, plus more, in a more readable format:


New to Invention? See the quick start guide at the bottom!


Discuss strategy and tactics, report bugs, see what has changed in the most recent release of this map, and more in the forums:


This description assumes you are familiar with wargear terms like 'artillery border', 'view border', 'fortify border', 'factory' and 'capital'. If you do not know what those mean, check out the FAQ: http://www.wargear.net/help/display/FAQ


Their are four 'civilizations' that are assigned to players randomly.

* Britain


* South Africa

* China

Capitals, Home Lands, Nations, Super Continents

Players start with their capital city (London, DC, Capetown, Beijing), and their 'homeland'. The 'homeland' is the territory that borders the capital. Each civilization also has a 'nation' which is the wargear continent that the capital is attached and share the same name as the civlization (i.e. Britain, USA, South Africa, China). There are six super-continents on the world, corresponding to the continents in traditional Risk: North America, Europe, Africa, Asia, South America, and Oceania.

Continents on the World Map

Continents on the world map work like regular Risk. The value of a continent is the number of territories in the continent divided by two, rounded up. Control the entire super-continent to earn additional units equal to the # of continents in the super-continent. Each capital city is also worth +2.

Tech Tree

Their are three seperate branches to the tech tree:

* GREEN - "Life Technologies" place units on the world map for you automatically.

* BLUE - "Science Technologies" provide vision, movement and tech points.

* RED - "War Technologies" attack your enemies.

Tech points are deposited in your flask automatically at the beginning of your turn. You can earn tech points in 3 ways:

1) Based upon the size of your empire.

** 2 tech point for your capital city.

** 2 tech points for any other capitals.

** 3 tech points for your nation.

** 4 tech points for your super continent.

2) Controlling 'laboratories' (territories with flasks on them)

** 1st lab is worth 1 tech point

** 2nd lab is worth 2 additional tech points (total 3)

** 3rd lab is worth 3 additional tech points (total 6)

** etc. (table below)

3) From specific science techs

** Computers is worth 3 tech points

** Internet is worth 5 tech points


Technologies (techs) are represented by territories in your tech tree. Attack from your flask to "research" technology and gain their benefits. Technologies marked with a circle are optional and can be skipped over.

Life (GREEN)

(these bonuses are placed automatically for you)

Granary......: +1 in Capital

Conscription: +2 in Capital

Sanitation...: +1 in every controlled territory in Nation

Nationalism.: +2 in every controlled territory in Nation

Medicine.....: +1 in ever controlled territory in Super-Continent

Propaganda: +2 in every controlled territory in Super-Continent

Science (BLUE)

Radar: view territories within super continent

Flight: fortify within the super continent

Computers: +3 tech points each turn

Satellite: view entire map except capital cities

Advanced Flight: fortify anywhere in the entire world

Internet: +5 tech points each turn

Attack from Flight to take your Plane which has fortify borders to every territory in your Super-Continent. Advanced Flight works similarly, but you attack your jet and it allows fortifies all over the world.

War (RED)

(You attack directly from the war techs using your tech points.)

Artillery: +1 artillery attack to Nation

Missile: +1 artillery attack to Super-Continent

ICBM: +1 artillery attack to all territories on map (not capitals)

Nuclear ICBM: +2 artillery attack to all territories on map. (not capitals)

Espionage: +0 attack enemy tech

Assasination: +0 attack capitals

Laboratory Bonus Table












Other Rules

* 6 fortifies to any bordering

* Capitals have a unit max of 35. They defend at +2 unless attack is from Espionage

* The land territory that borders your capital, is your 'Home Land'. The Home Land defends at +1 from all attacks.

* Laboratories defend at +1 from attacks from war techs and are hidden from vision techs.

* At the top of the map, under the title are 'possession indicators', which show who controls each civilization. Possession indicators will go neutral immediately when a player is eliminated, and will change to the color of the player with possesion of the Capital at the beginning of their turn (or sometimes immediately).

Each civilization has different advantages.

UK - Science technologies start with 2 less neutral each

USA - War technologies start with 2 less neutral each

Africa - 5 extra units in home land

Asia - Life technologies start with 2 less neutral each

Advanced Tips

* You cannot eliminate someone with just Assasination becaues it is an artillery border, you still need some ground forces to actually occupy the capital

* If someone has Satellite they can see everything but your labs, capital & your plane/jet. You can hide units there so they don't see them.

* Plane/Jet start empty, so you just need to attack with 1 to take them, although when you first take a plane/jet, you have one chance to transfer tech units to the world. After you own the plane/jet, you cannot fortify tech units to it anymore.

* Using Espionage to take an enemy plane/jet? You can't just take the tech, you must then attack from the tech to the aircraft. If you want to protect your plane/jet from enemy Espionage, leave several units in the aircraft, and it will be much harder to take.

* If you have a lot of green bonuses, your capital may fill up and waste your bonus. If you had all green techs, you would get +9/turn on your capital, but it can only hold 35 units.


Focus on your Nation. Use your tech points to take Artillery & clear out your Nation. If you start with 3+ territories next to a Lab, try to take it on your first/second turn. Focus on expanding near your capital first.


Special thanks to CK66, Cona Chris, Livia, and Mongo for all their help with testing.

Gameplay Settings

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

Team Settings

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


Card CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,5,5,6,6,6,6,7,7,7
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 owned6
Minimum bonus units per turn2
Elimination bonus10
Capturing of reserves on eliminationOff
Maximum reserve units50
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 colorsOn
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %60
Destroy unallocated CapitalsOff
Number of units per Territory5
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone