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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Royal Rumble Scenario Variation: Base Game Players start with Capital (castle icon) and Tower then fill most unmarked spaces randomly. Marked spaces and center spaces are filled with neutrals. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries (book icons) and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Little Learned Scenario Variation: Royal Rumble, but each player begins with local Library, 5 units. Players start with Capital (castle icon), Tower, and Library (book icon), then fill most unmarked spaces randomly. Marked spaces and center spaces are filled with neutrals. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Barbaric Beginnings Scenario Variation: Increased player cap, Castles start as neutral, Center spaces are randomized Players fill most unmarked spaces randomly. Marked spaces and most of the cities are filled with neutrals. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Frontier Frenzy Scenario Variation: Royal Rumble, except all areas start with Neutrals rather than random player territories. Players start with Capital (castle icon) and Tower. All other spaces are filled with neutrals varying from 1-3 for unmarked, 5 for resources, and 7 for towers. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries (book icons) and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Logistical Limbo Scenario Variation: Royal Rumble, with return to placement from attack and return to attack from fortify Players start with Capital (castle icon) and Tower then fill most unmarked spaces randomly. Marked spaces and center spaces are filled with neutrals. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Return to Placement from Attack and Return to Attack from Fortify. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries (book icons) and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Treasure Towers Scenario Variation: Towers are now capitals, provide +2 placement troops and attack with D8 Players start with Primary Capital (castle icon) and Secondary Capital (tower icon) then fill most unmarked spaces randomly. All Towers count as Capitals without menus, but with +2 placement troops. Marked spaces and center spaces are filled with neutrals. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Attacks on territories beyond their neighbor (ranged) are D6 vs D8 before bonuses Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionFULL WIKI: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge Scenario: Melee Madness Scenario Variation: Only towers and castles have ranged attacks Players start with Capital (castle icon) and Tower, then fill most unmarked spaces randomly. Marked spaces and center spaces are filled with neutrals. Attacks on neighboring territories (melee) are D6 vs D6 before bonuses Towers and Castles have ranged attacks, and Towers have additional Artillery attacks at +2 range within line of sight. Five fortifies to any connected. Capitals may access their Knowledge and Mercenary menus of matching color. Knowledge is gained via libraries (book icones) and improved via arcane knowledge. Knowledge unlocks green and yellow border continent bonuses and increases your troop gains. Mercenaries menu allows the player to place troops during their placement phase then attack down into the mercenary tree for powerful artillery attacks. All circle nodes within the Knowledge and Mercenary menus resets to neutral every turn, but your square nodes which offer the benefits will remain. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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