202 Open Daily games
1 Open Realtime game
  • Rating:
  • Rating Score: 7.67 out of 10 [3 ratings]
  • Difficulty: Advanced
  • Created Date: 17th Dec 2011
  • Release Date: 13th Dec 2011
  • Games Played: 218

Design Information
Territories 100
Continents 36
Advanced Features One-way Borders
View Only Borders
Artillery Borders
Border Modifiers
Attack Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Starting Cards Starting Bonus Win Condition
1 Plants Default Default
2 Zombies Default Default

Board Description

PLANTS vs ZOMBIES

Victory Conditions

Plants win if the garden is completed (all plants on the board are owned by the plant player at the beginning of that player's turn.

Zombies win if they cross the left-most row and capture the Sun.

Mechanics

2 attacks, 3 fortifies per turn, you may attack after fortification.

Zombies take yard tiles in an attempt to reach the house. Zombies can pick which row to send zombies down, but zombies cannot switch rows. Zombies are supplied by factory income, to increase the zombie player's bonus, that player must upgrade his zombies at the bottom of the map. Each upgrade produces more units each turn in the zombie player's bank of units. The normal zombie produces 1 unit per turn. The upgrades increase this by 2 with each upgrade. Zombies can eat plants with artillery borders.

Plants use sunflowers to collect sunlight which is used to purchse defense plants. Each plant requires research before being able to plant any in the yard. Research can be done with sunlight. Each sunflower produces 1 extra unit per turn for the plant player which is automatically placed in the sun territory. The Pea Shooters can attack the territory in which they are planted, as well as the 2 territories directly in front of them with artillery borders. Snow peas can attack 1 territory further than Pea Shooters. Wall-Nuts can fill the territory beneath them with a blockade if the territory is empty using attack only borders. Mowers can artillery any lawn lawn territory with a plant in it in the row. Mowers are one turn use only, they diappear at the beginning of your turn.

Territory Maximums

Sunflower 3

Peashooter 4

Snow Pea 7

Wall-nut 6

Mower 7

Yard/Zombie 5

Sun 20

Zombie Factories 20

Modifiers

All dice are 10v10 except:

Wall-nuts attack yard with 1v10

End of yard attacks Sun 10v0 so 3 units attacking it wins.

Strategy

"(As the plants) You always want to leave at least one man on every upgrade, or else you will need to waste an attack re-taking it, same with wall nuts. I would take all the sunflowers as quickly as possible while watching out for a quick rush. Once you have those you want to take pea shooters on rows that I seem to be advancing on. Generally you should only attack me if I am threatening you, since you don't want to waste your attacks, and attacks against me hurt more when I am further into the garden since it takes me more attacks to get back to where I was. The Snow pea shooters are your most powerful weapon, the normal pea shooters are generally not all that useful except to kill territories with small numbers of zombies on them. Your lawn mowers are sort of last resort, if I get a big stack past your snow pea shooters on a row you can hit it from the lawn mower, but you will then lose any units remaining on the lawn mower."

-BlackDog

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowed2
Number of fortifies allowed3
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 turn0
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice10
Number of sides on Defender's Dice10

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
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