207 Open Daily games
2 Open Realtime games
  • Status: Live
  • Version: 1.0
  • Designer: CK66
  • Rating:
  • Rating Score: 7.00 out of 10 [5 ratings]
  • Difficulty: Intermediate
  • Created Date: 29th Dec 2010
  • Release Date: 4th Jun 2011
  • Games Played: 76

Design Information
Territories 142
Continents 22
Advanced Features One-way Borders
Border Modifiers
View Only Borders
Board Settings
Gameplay Turn Based
Available Players
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Disabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
Seat Color Starting Cards Starting Bonus Win Condition
1 Blue Default Default
2 Lime Default Default
3 Yellow Default Default
4 Purple Default Default
5 Cyan 0 Default
6 Red 0 Default
7 Green 0 Default
8 Brown 0 Default
9 Orange 0 Default

Board Description

Tower Defense


Tower Defense is a 4 player, medium fog map. The map contains 5 camps - 4 along the edges of the map and 1 camp in the middle. Players accumulate bonuses by capturing Gold Mines (see below for more details on Gold Mines). There is no per territory bonus or minimum bonus, so if you do not control any Gold Mines at the start of your turn, then you will not receive a bonus for that turn. Players start the game in one of the camps along the edge of the map and with 2 Gold Mines: a +5 bonus Mine (with 1 unit) and a +2 bonus Mine (with 1 unit). Players also start with the territory outside the +5 Mine (with 4 units). All other territories are neutral. Please check the Starting Scenario tab for starting unit counts.

Gold Mines

Gold Mines provide 3 bonus levels: +2, +5, and +8. Each Gold Mine contains a number in the top right corner that indicates the bonus for that Mine. Attacks to and from Gold Mines can only be made as indicated by the arrows on the Mine. There is a 5 unit max for each mine. Note that the +8 Gold Mines start out with 8 neutrals; however, once captured, will hold only 5 units.


Towers provide a nice attack and defense bonus to help you keep enemy invaders from raiding your camp. On the flip side, a captured tower can be used to launch assaults into another player's camp. There are two types of towers.

Normal Towers

Normal Towers attack with +2 and defend with +1. A Normal Tower can attack up to 2 territories in any direction or up to 3 territories in a straight line. Normal Towers cannot attack Gold Mines and can hold up to 8 units.

Lookout Towers

Lookout Towers have the same attack/defense/range as a Normal Tower. In addition, the N. Lookout Tower can attack the McKinley and Fuji camps (including Towers and Caves). The S. Lookout Tower can attack the Vesuvius and Everest camps. Attacks into camps are at +0 attack instead of +2 attack. Lookout Towers can view all mines within the camps but cannot attack. Lookout Towers can hold up to 3 units.


All Cave entrances can attack each other. Caves can be attacked by Towers that are within range.


Three Fortify/Transfers per turn to bordered territories. Return to Attack from Fortify is allowed.

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 settingNo
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
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 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 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:Seat
Allow seat selectionNone
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