191 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 5.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 8.80 out of 10 [5 ratings]
  • Difficulty: Intermediate
  • Created Date: 1st Feb 2018
  • Release Date: 7th Jun 2017
  • Games Played: 132

Design Information
Territories 60
Continents 232
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Brown
Bronze
Gold
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Smiths 4 Default
2 Healers 5 Default
3 Fishers 5 Default
4 Miners 6 Default
5 Weavers 6 Default
6 Vintners 7 Default
7 Harpers Default Default
8 Tanners Default Default
9 Farmers Default Default
10 Herders Default Default

Board Description

PERN

The Northern Continent

-Advanced-

Original design by Hurricane

Adapted for WarGear by Kjeld

Welcome to the exciting world of dragons and danger that is Anne McCaffrey's Dragonriders of Pern! As the Red Star begins it's 9th Pass, you will need to bring together both men and dragons in order to survive the deadly onslaught of Thread. To do this, unite control of all the holds and weyrs, and bring peace and protection to the planet!

Each Major Hold is marked with a fortress icon and a lighter background color. Major holds will generate +1 unit per turn on themselves, and an additional +1 unit for each Minor Hold (circles, darker background color) that you own in the same region. Major holds defend against all attacks with d7.

Dragons reside in the six Weyrs of Northern Pern, located in the craters of ancient volcanoes. This location provides defense against ground attack (defend with d7) but not against aerial assault from another weyr (attack with d7 to all weyrs). However, dragons do not fight well on the ground, so move with caution against the surrounding territories (attack with d5). Dragons are expensive to upkeep, and each weyr will lose -6 units per turn. However, dragon upkeep is offset by tithes from the minor and major holds who enjoy the weyr's protection in their region: each minor and major hold you control in the weyr's region will generate +2 units on the weyr each turn. So, you need to control at least three holds to maintain your weyrs.

The nine Crafthalls offer their services to all holds in their region. Controlling a crafthall will generate +1 unit on every minor and major hold in the same region, regardless of who owns it (except for neutral). In addition, crafthalls are the centers of creativity and industry on Pern, and they are often driven to new feats of ingenuity by collaboration and rivalry among themselves. Thus for each pair of crafthalls you own, you will get a +1 unit "collector" bonus to your reserves. If you control just one hall, you will get 0. Two halls yields 1, three halls yields 3, four halls yields 6, and so forth.

There are three Maritime Routes through the southern sea that take advantage of Pern's natural ocean currents. Attacks against the current are with d4, and so are not recommended in most circumstances!

Finally, beware the Snowy Wastes! Defending with only d4, they are a fast way to move across the north, but don't leave troops there or they're likely to get destroyed by an opponent.

Miscellaneous rules: 4,5,6,7... card scale, return to attack from fortify is on, unlimited reserves, medium fog default.

By the Egg, go now and conquer!

*Note: Original design by Hurricane. Reproduced and adapted for WarGear with permission.

*Note: "The Dragonriders of Pern" is under Copyright Protection by its respective owners (Anne McCaffrey). All credit for theme, setting, and character go to those individuals. This board is strictly released only for fair use on WarGear.net.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
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 cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
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
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 51
Continents 30
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Brown
Bronze
Gold
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Smiths 4 Default
2 Healers 5 Default
3 Fishers 5 Default
4 Miners 6 Default
5 Weavers 6 Default
6 Vintners 7 Default
7 Harpers Default Default
8 Tanners Default Default
9 Farmers Default Default
10 Herders Default Default

Board Description

PERN

The Northern Continent

Original design by Hurricane

Adapted for WarGear by Kjeld

Welcome to the exciting world of dragons and danger that is Anne McCaffrey's Dragonriders of Pern! As the Red Star begins it's 9th Pass, you will need to bring together both men and dragons in order to survive the deadly onslaught of Thread. To do this, unite control of all the holds and weyrs, and bring peace and protection to the planet!

Each Major Hold is marked with a fortress icon and lighter background color, and is worth +1 unit per turn and also defends with d7.

Dragons reside in the Weyrs, located in the craters of ancient volcanoes. This location provides defense against ground attack (defend with d7) but not against aerial assault from another weyr (attack with d7 to all other weyrs). However, dragons do not fight well on the ground, so move with caution against the surrounding territories (attack with d5). Control of each weyr is worth +2 units per turn.

The coverage area of each weyr are marked by similar color groupings, and give standard continent bonuses as defined on the map. Major holds are required to gain this bonus, weyrs are not.

There are three maritime routes through the southern sea that take advantage of Pern's natural ocean currents. Attacks against the current are with d4 dice, and so are not recommended in most circumstances!

Finally, beware the snowy wastes! Defending at only d4, they are a fast way to move across the north, but don't leave troops there or they're likely to get destroyed by an opponent.

Miscellaneous rules: 4,5,6,7... card scale, return to attack from fortify is on, unlimited reserves, medium fog default.

By the Egg, go now and conquer!

*Note: Original design by Hurricane. Reproduced and adapted for WarGear with permission.

*Note: "The Dragonriders of Pern" is under Copyright Protection by its respective owners (Anne McCaffrey). All credit for theme, setting, and character go to those individuals. This board is strictly released only for fair use on WarGear.net.

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 territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
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 cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
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
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