170 Open Daily games
4 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: Red Baron
  • Rating:
  • Rating Score: 8.00 out of 10 [16 ratings]
  • Difficulty: Intermediate
  • Created Date: 22nd Nov 2009
  • Release Date: 29th Nov 2009
  • Games Played: 142

Design Information
Territories 107
Continents 20
Advanced Features Border Modifiers
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Random
Capital Cities Off
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
Penrose Triangle
Escher Cube
Devil's Pitchfork
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Cyan Default
2 Aqua Default
3 Blue Default
4 Navy Default
5 Green Default
6 Olive Default
7 Lime Default
8 Yellow Default
9 Orange Default
10 Brown Default
11 Red Default
12 Pink Default
13 Purple Default
14 Lavender Default
15 White Default
16 Grey Default
17 Black Default

Board Description

Fort Impossibility is an enormous repository for mathematical curiosities. Among the priceless objects stored within its vaults are the Penrose Triangle, the Escher Cube, and the infamous Devil's Pitchfork. Naturally, nerdy thieves everywhere are anxious to steal these valuables to study their geometrical weirdness.

Designed by a team of brilliant mathematicians and insane architects, Fort Impossibility has a unique architectural feature intended to thwart invasion. Where ordinary strongholds can be conquered by capturing their highest point and using the height advantage to dominate the rest, Fort Impossibility has been constructed with such unusual geometry that no highest point exists within the structure. No matter where you are in the building, there is always a staircase leading upward! Therein lies the challenge to the would-be thief.

There are four towers, two entry staircases, twelve linear staircases, a center walkway, and a ground level. Each of these twenty features is worth 2 points. And, because of the unusual architecture of the building, each feature is more easily captured than defended.

Modified dice are used to give the upstairs player an advantage. A player attacking in a downstairs direction gets to use an 8-sided die, as does a player defending from upstairs. Attacks on level ground use the standard 6-sided dice. What does this mean? Simply that your armies will be nearly invincible if you stick to attacking downstairs, but will usually lose in a gruesome fashion if you insist on attacking upstairs. So choose your upstairs fights very carefully. You have been warned!

This game works best with 3 to 5 players.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralNever
Fog typeNone
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 allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
Must capture non-empty territory to earn cardOff
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned4
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign FactoriesOff
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupRandom
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone