180 Open Daily games
0 Open Realtime games
  • Rating:
  • Rating Score: 8.00 out of 10 [23 ratings]
  • Difficulty: Intermediate
  • Created Date: 18th Jan 2012
  • Release Date: 2nd Aug 2010
  • Games Played: 666

Design Information
Territories 156
Continents 126
Advanced Features
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12
Card Sets Worth 5,6,7,8,9,10,5
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
US
Canada
Closed
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default
2 Orange Default
3 Yellow Default
4 Tan Default
5 Brown Default
6 Green Default
7 Navy Default
8 Blue Default
9 Light Blue Default
10 Violet Default
11 Purple Default
12 Pink Default

Board Description

FALLOUT

In the not so distant future, Armaggedon ravages the earth. Civilization is destroyed. Earthquakes have split the land. The seas have swallowed whole continents. Nations have vaporized each other with nuclear weapons. All of this stemming from a few too many beers and a couple of really stupid 'sports'... (see below rules summary for a full backstory on this map)

=== Quick Rules Summary ===

- Minimum Bonus Armies = 3

- Fortifies per Turn = 3

- Cities worth 2 bonus armies.

- Cities can only attack to and from roads.

- A road is considered secure when it and all adjacent territories are owned by the same player.

- A secure road grants a number of bonus armies/turn equal to the number of territories adjacent to it.

- An un-secured road grants -3 bonus armies.

(Note:Because of the way the Wargear bonus system works, even when you have the road secure, you will still receive the -3 for the unsecured road; the secure road bonus inflated by 3 to account for this.)

- The three cities with piers may attack each other.

- Cards start at 5, and increase by 1 until they reset at 40

- "Route 66" grants 30 bonus armies.

- The territory "New Montreal" is a capital!

- Backstory -

The year is 2010. A drunken argument about whether hockey or NASCAR is superior turns into a fistfight between a group of Americans and some Canadians. The fight spills into the streets and quickly escalates to nuclear war.

Canada is converted, virtually overnight, from a barren wasteland full of quiet waters, moose, and mosquitos into a barren wasteland full of radioactive ash. The polar ice-caps melt and the eastern seaboard becomes the eastern sea. The earth shakes in fury and California is cast into the Pacific. Once great cities crumble and burn. A huge wall is erected across North America to help contain the fallout.

You lead a small and scattered band of nomad survivors in the shattered remnants of the American West. But you are not alone. Other tribes also wander the lands, and they would force their beliefs upon you. You must prove to them that NASCAR, or hockey, is superior. The only way to convince those ignorant fools how wrong they are is to finish them off once and for all.

In order to stand a chance in this hostile environment, you must gather your people and grow your tribe. Supplies can be found in the city ruins which will increase the strength of your tribe by 1 army per turn. To gain access to the cities, which are otherwise barricaded and blocked from the landscape, you will need to control the roads.

Roads, as previously mentioned, are the only ways in and out of the cities. They also aid considerably in communicating with your lieutenants, recruiting soldiers from the countryside, and distributing supplies from the cities to your hungry masses. For this, they grant an army bonus per turn equal to the number of territories by which they are surrounded.

However, be careful! If you are caught on an open road without having first laid claim to all the territories surrounding it, your foes will make quick work of dispatching you and your tribe will suffer a loss of 3 bonus armies per turn. You may find it advantageous, then, to take up positions along your enemies supply lines to sap their forces. No matter how poorly positioned a tribe might be, though, they will always manage to find 4 bonus armies worth of fools to fight for their cause.

There is also a substantial bonus if your tribe can gain control of "Route 66," the stretches of interstate running from the city of Chicago to Los Angeles. At least, what's left of them.

Now go. Fight! Prove once and for all that you don't have to be able to turn both directions to be a great driver. Prove that your worth as a man can be measured in how many teeth you've had knocked out. Prove to the world that you are right no matter the cost!

Can't-a-da Scenario

The New Canada area has easier access and is no longer a Capital.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
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 values5,6,7,8,9,10,11,12,13,14,5
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 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 setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %100
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