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Factories

Factories are an addition to the continent system.  Factories basically are continents that automatically place the bonus units in a specified location. The factory itself is the location in which the units are placed.  Like all continents, factories are factored in at the beginning of each players turn.

There are 3 types of factory: Standard, Autocapture, and Universal. Factories refer to the territory in which the continent bonus will be placed, so each first checks to see if you own the continent, if so each behaves as follows:

Standard Factories check to see if you own the factory that is linked to the continent bonus. If you own the factory, the continent bonus is automatically placed in that location.

AutoCapture Factories ignore who owns the factory territory. No matter who owns it, ownership is transferred to the player who owns the continent at the beginning of their turn, units in that territory are reduced to 0, and the continent bonus is placed in that factory.

Universal Factories check to see who owns the factory, then places the continent bonus in that factory, and the player who owned the factory retains ownership of that factory. That player keeps it and gets the bonus.

Factories can be positive or negative continent bonuses. Negative continent bonuses to a factory can reduce it to 0 in a game with abandonment on.  There are a number of tools that can be created with factories.

Turn Timers

With abandonment on, you can create a timer system with a number of territories. Create a string of territories, 1,2,3,4,5...,n. If you create a continent with an autocapture factory to territory "1" then the timer begins.  Create a continent that consists of just territory "1." Set an autocapture factory to territory "2." Create a continent that consists of Territories "1" and "2." Set that to autocapture territory "3". Continue this cycle until territory "n."

When territory "n" is filled, it essentially states "after n turns grant" whatever you want.  Create negative factories to reduce the territories to 0, to reset the timer.

Cyclical Continent Structure

Create a Circle of territories, A,B,C,D,E...?,A.  Create a turn timer, explained above. Link the timer to the Circle of territories so that a continent that consists of just "A" grants 1, Continent of "A" and "1" grants 2, "A," "1" and "2" grants 3... etc. Then set a continent that is "A" and "n," where "n" is the top of the timer, with an AutoCapture factory to territory B, then reset the timer, and set a timer for "B" through "?." Then link every continent on the board to territories "A" through "?," so that the continent structures are only activated for "n" amount of turns before switching to the next continent structure.

Motion Simulation

Create a controller which will direct movement, and a field where the shape you intend to "move" will travel.  Create a continent structure that includes a direction on the controller and a location on the board. Set autocapture continents to the new location and negative continents to the previous location to empty it.

Score Boards

Create an array of territories on which you can display numbers or symbols. Then create a goal territory, or a circle from the cyclical continent structure. Create continents that consist of territories you intend to display in the symbols or numbers, and include the goal territory, or a cyclical continent structure on a timer, explained above. Create a series of positive and negative factories for each of the territories on the array to provide negative autocapture factories to the territories you wish to disappear, and positive autocapture factories to the territories you want to appear. You can even use these symbols to display the continent structure currently activated in a cyclical continent structure board.

Thanks to Edward Nygma for the awesome write-up!