228 Open Daily games
7 Open Realtime games
  • Status: Live
  • Version: 4.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 8.67 out of 10 [12 ratings]
  • Difficulty: Advanced
  • Created Date: 15th Nov 2012
  • Release Date: 1st Feb 2012
  • Games Played: 1,785

Design Information
Territories 110
Continents 96
Advanced Features Border Modifiers
One-way Borders
Fortify Only Borders
View Only Borders
Artillery Borders
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Heavy
Fog Override Disabled
Open Games 3 [View]
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Orange Default Default
5 Purple Default Default
6 Black Default Default
7 Pink Default Default
8 Yellow Default Default
9 Brown Default Default
10 Slate Default Default

Board Description

Total WarGear II

By Kjeld


Players start scattered across all eight islands, with 3 units per territory. Minimum unit bonus is 3.


This is a foggy map - only adjacent territories and unit counts are visible. To gain vision, capture a satellite (see below).


Each island has a capital (the star-shaped territory) that has powerful offensive and defensive capabilities. Capitals attack every territory on their island with 7-sided dice. They also defend with 9-sided dice against their 3 surrounding territories. However, owning a capital opens you up to a new vulnerability - if a player loses his or her last capital, that player loses the game (33% unit assimilation for the conquering player). Capitals hold a maximum of 25 units.

Seaports and Airfields:

Each seaport may attack each other seaport at a disadvantage, d5 v d6. Seaports have no unit maximum.

Airfields attack other airfields. In addition, airfields may bomb all capitals with standard (d6 v d6) dice -- this is an artillery strike, and can only destroy enemy units, not actually conquer the territory. Airfields have a 15-unit maximum.

Satellites and Comm Centers:

Each satellite can attack all other satellites and its associated comm center. A satellite can lift the 'fog of war', allowing its owner to view all territories on its associated island. Comm centers have a 20-unit maximum.

Factories and Bonuses:

Each capitol is worth +3, each seaport, airfield, and comm center +1. Holding all seven generic territories on an island is worth +5.

The Factories are worth +2 each, but automatically produce units on that territory. In addition, factories are the only way to collect the resource bonuses -- oil, gold, and nuclear will produce their associated bonus on each factory you control. Oil is accessible from the port, gold from the airfield, and nuclear from the comm center. Note that although the resource territories cannot attack, you can fortify your units back to any of your factories.


3 fortifies per turn, to any connected territory.

Card scale is 4,5,6,7,8...30,32,34 etc.

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 typeHeavy
Allow override of fog settingNo
Game historyShow

Team Settings

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


Card CaptureOn
Maximum number of cards allowed6
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 owned4
Minimum bonus units per turn4
Elimination bonus10
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:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %33
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