218 Open Daily games
2 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: Motts
  • Rating:
  • Rating Score: 10.00 out of 10 [1 rating]
  • Difficulty: n/a
  • Created Date: 23rd Mar 2024
  • Release Date: 11th Apr 2024
  • Games Played: 12

Design Information
Territories 356
Continents 650
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Royal Rumble is the Base Game. Capital win conditions.

Full Wiki: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), Tower(15), and randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game.

Gathering local libraries may not be enough if others are taking advantage of the central area.

Towers are effective walls regardless of you taking them over.

Local Resources include the castle.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 650
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Logistical is the Base Game with Return to Attack from Fortify. Capital win conditions.

Full Wiki:

https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), Tower(15), and randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game. Gathering local libraries may not be enough if others are taking advantage of the central area. Towers are effective walls regardless of you taking them over. Local Resources include castle. This scenario is meant to really maximize the use of fortify in menus and on board -- Use them wisely.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 662
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
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 1 [View]
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Barbaric Beginnings is an increased player count game, but no one begins in a castle. Libraries also provide +1 placement troop. Capital win conditions.

Full Wiki: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control and +1 placement troop.

Description of the Game:

Players randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game.

Gathering local libraries may not be enough if others are taking advantage of the central area.

Towers are effective walls regardless of you taking them over.

Local Resources include the castle.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 650
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Little Learned is the Base Game with 1 additional starting Library. Capital win conditions.

Full Wiki:

https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), Tower(15), Library(7) and randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game.

Gathering local libraries may not be enough if others are taking advantage of the central area.

Towers are effective walls regardless of you taking them over.

Local Resources include the castle.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 650
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Frontier Frenezy is an Expansionist version. Capital win conditions.

Full Wiki:

https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), Tower(15), and all other territories start as neutrals.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game.

Gathering local libraries may not be enough if others are taking advantage of the central area.

Towers are effective walls regardless of you taking them over.

Local Resources include the castle.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 650
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Raging Ramparts is the Base Game with additional towers at the start. Capital win conditions.

Full Wiki:

https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), 4 Towers(7), and randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game.

Gathering local libraries may not be enough if others are taking advantage of the central area.

Towers are effective walls regardless of you taking them over.

Local Resources include the castle.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 874
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Entrenched Enterprises is the Base Game with additional structures on the map, and with an additional tower to start. Capital win conditions.

Full Wiki: https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), 2 Towers(15), and randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game.

Gathering local libraries may not be enough if others are taking advantage of the central area.

Towers are effective walls regardless of you taking them over.

Local Resources include the castle.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 356
Continents 650
Advanced Features View Only Borders
One-way Borders
Fortify Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
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
 
Cards
Axemen
Bowmen
Couriers
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Orange Default Default
2 Red Default Default
3 Blue Default Default
4 Purple Default Default
5 Cyan Default Default
6 SkyBlue Default Default
7 JerseyWater Default Default
8 NavyBlue Default Default
9 Green Default Default
10 Lime Default Default
11 KellyGreen Default Default
12 Pink Default Default
13 Yellow Default Default
14 Black Default Default
15 Brown Default Default
16 Peachy Default Default

Board Description

Ranger Rebellion is the a throwback to my original "Early Peak Knowledge" idea, where units on the board have the ability to attack up to 1 territory at a disadvantage (D6 vs D8.) Towers and Castles are unable to be attacked by range, and Towers block range from attacking over them. Be aware that fortification can only happen with continguous connections, so use ranged attacks with that in mind. Return to Attack from Fortify enabled. Capital win conditions.

Full Wiki:

https://www.wargear.net/wiki/doku.php?id=boards:peak_knowledge:peak_knowledge

Resources of the Map:

- Colored borders are continents each worth +1 placement troop.

- Castles are capitals that provide access to technology.

- Towers provide strong offensive and defensive advantages.

- Mercenary Camps provide +1 unit spawn, and +1 Mercenary Contract in each menu you control

- Libraries provide +1 Knowledge in each menu you control.

Description of the Game:

Players start with Castle(25), Tower(15), and randomly fill all non central territories.

Castles provide access to menus corresponding to the castle's color. Each menu consists of:

Knowledge - a resource you earn passively each turn, as well as via technology and libraries

Mercenary Contracts - a resource you earn passively each turn, as well as via technology, mercenary camps, and placement troops.

Each diamond at the top of the menu is where your resources will be deposited each turn. You progress down the menu paths (circles) and capture the nodes (squares) for their benefits, but beware the paths will reset to neutral 1s, so do not leave any along the paths beyond those needed to reach your nodes.

You can fortify any troops within your menu freely, as they all connect through your diamond. Be aware that some nodes have troop limits.

Knowledge resources are spent in order to increase the benefits of your continents throughout the map (green and yellow can be stacked with multiple castles and technologies), increase your passive knowledge and mercenary contracts, provide the ability for resources on the map to spawn units, and finally the ability to attack from your knowledge menu to other knowledge menus.

Mercenary Contracts are spent in order to provide visibility and artillery to various locations on the map. Local mercenaries strike within your starting regions, while later mercenaries have visbility over large areas and artillery to strike at strategic resources. The final node of the mercenary menu allows for the ability to attack from your mercenary menu to other mercenary menus.

Best played on Heavy or Total Fog, but I did my best to make it flexible if you want to play it on lower fog settings, i.e. the ability to skip vision nodes on the mercenary menu.

Be aware that knowledge is slow to earn at the start of the game. Gathering local libraries may not be enough if others are taking advantage of the central area. Towers are effective walls regardless of you taking them over. Local Resources include castle. This scenario is meant to really maximize the use of fortify in menus and on board -- Use them wisely.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
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 turn5
Elimination bonus15
Capturing of reserves on eliminationOff
Maximum reserve units0
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 colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone