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boards:peak_knowledge:peak_knowledge [2024/03/31 13:48]
Motts [Description:]
boards:peak_knowledge:peak_knowledge [2024/04/18 07:31] (current)
Motts [Knowledge Menu:]
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 {{:boards:peak_knowledge:gameboard.png?800|}} {{:boards:peak_knowledge:gameboard.png?800|}}
  
-[[https://www.wargear.net/boards/view/9665]]+[[https://www.wargear.net/boards/view/Peak+Knowledge]]
  
  
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 ==== Mechanics: ==== ==== Mechanics: ====
  
-All players start with a capital, which offers the player access to their related menu matching the color of the castle's area Losing the castle means you will lose the ability to benefit from your menu's technologyand provide access to the new owner of the castle.+**Capital System**: Each player starts with a capital, granting access to corresponding menus. Losing a capital means losing access to menu benefitswhich transfer to the new owner.
  
-All continents provide a +1 troop placement bonusbut this can be increased with related technologies.+**Continents**: Controlling continents provides +1 troop placement bonusesaugmentable by related technologies.
  
-Each player gets five fortifies per turn to any connecting territories.  Some scenarios allow for return to attack and/or return to placement.+**Fortification**: Players receive five fortifies per turn to reinforce across connected territories.
  
-All menu territories are disabled for troop placement, with the exception for the mercenary contracts, which are able to be increased via placement troops.+**Menu Territories**: All menu territories prohibit troop placement, except for mercenary contracts store(diamond), which allow placement.
  
-The paths on each menu, represented by circles will return to neutral every turn at their base troop levelsbut nodes, represented by squares will persist unless lost to enemy attacks.+**Menu Node Persistence**: Menu path territories (circles) reset to neutrals every turn, while nodes (squares) remain unless captured by enemies.
  
-Structures on the map provide advantagesand will always be assigned via setup as evenly distributed player owned or as neutrals.+**Structures**: Map structures offer strategic advantages and are evenly distributed among players or as neutrals.
  
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 ===Fog:=== ===Fog:===
  
-Fog is defaulted to Heavybut it also plays well on Total fog.  It can be played on lower Fog settings, I would just skip any vision nodes, as they would be less relevant.+Fog settings default to Heavy but can be adjusted. Lower fog settings render vision nodes less relevantwhile Total fog renders vision nodes to be more relevant.
  
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 ==== Guard Tower ==== ==== Guard Tower ====
  
-Towers are powerful structures that attack at +2, defend at +2, and have +1 artillery.+Towers are powerful structures that defend at +2, attack at +2, and have +1 range artillery.
 In most scenarios, each player starts with one tower nearby their capital. In most scenarios, each player starts with one tower nearby their capital.
  
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 ==== Library ==== ==== Library ====
  
-Libraries provide +1 knowledge into each knowledge menu you own.  This is increased with knowledge tech.+Libraries (book icons) provide +1 knowledge into each knowledge menu you own.  This is increased with knowledge tech.
  
-Libraries start with four units.+Libraries start with four neutral units.
  
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 {{:boards:peak_knowledge:menusetup.png?450|}} {{:boards:peak_knowledge:menusetup.png?450|}}
  
-Each capital has access to their own knowledge and mercenary menus.  These are powerful tools to increase your odds of winning the game.  +Each capital has access to knowledge and mercenary menus, offering various strategic advantages and offensive capabilities
  
 Each branch has a "store" represented by a diamond, "paths" represented by circles, and "nodes" represented by squares. Each branch has a "store" represented by a diamond, "paths" represented by circles, and "nodes" represented by squares.
  
-The stores can be filled passively from castle ownership, via resources on board, technology, and for Mercenary Contracts are able to be increased via placement troops.+Both stores can be filled passively from castle ownership, via resources on board, technology, and for Mercenary Contracts only, able to be increased via placement troops.
  
-Each store can attack down to the first path one-way, and every path and node can fortify back to the store if needed.  You cannot attack a store, but if you capture an enemy capital you will take control of both their menus on your next turn.+Each store can attack down to the first path one-way, and every path and node can fortify directly back to the store if needed.  You cannot attack a store, but if you capture an enemy capital you will take control of both their menus on your next turn.
  
 All paths return to neutral each turn, refilling to their original neutral values, so any troops remaining in those spaces will be lost. All paths return to neutral each turn, refilling to their original neutral values, so any troops remaining in those spaces will be lost.
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   * **Yellow Bonuses**, the fifth knowledge row empowers each of the yellow continents.  If you control two capitals and two sets of this technology, you can double your bonuses.      * **Yellow Bonuses**, the fifth knowledge row empowers each of the yellow continents.  If you control two capitals and two sets of this technology, you can double your bonuses.   
  
-  * **Resource Spawn**, the sixth knowledge row enables every structures you own to spawn +2 troops.  If you control two capitals and two of these knowledge nodes, you can double your bonuses. C&T - spawns for Castle and Towers; L&M - spawns for Libraries and Mercenary Camps.+  * **Resource Spawn**, the sixth knowledge row enables structures you own to spawn +2 troops.  If you control two capitals and two of these knowledge nodes, you can double your bonuses. C&T - enables spawns for Castle and Towers; L&M - enables spawns for Libraries and Mercenary Camps.
  
   * **Illuminated Influencers**, the last knowledge row enables you to view and attack enemy knowledge trees D6 vs D6.  This can destabilize their bonuses and cause them to fight through their paths to restore their node.  Attack node holds 11 max.   * **Illuminated Influencers**, the last knowledge row enables you to view and attack enemy knowledge trees D6 vs D6.  This can destabilize their bonuses and cause them to fight through their paths to restore their node.  Attack node holds 11 max.
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 ===== Scenarios: ===== ===== Scenarios: =====
 +
 +Peak Knowledge offers diverse scenarios with unique setups and rules, catering to different player preferences and strategies.
  
 Each scenario has it's own map footer which helps outline the scenario rules. Each scenario has it's own map footer which helps outline the scenario rules.
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   * Mercenary camps start with four neutral troops   * Mercenary camps start with four neutral troops
   * Libraries start with four neutral troops.   * Libraries start with four neutral troops.
-  * Unmarked spaces near city start with three neutral troops+  * Unmarked spaces near city start with two neutral troops
  
 **Settings:** **Settings:**
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 ===== References: ===== ===== References: =====
 +
 +Bordered continents and localities provide strategic significance and diverse gameplay opportunities.
 +
 +Border heatmaps illustrate territory connections, aiding strategic decision-making.
  
 ==== Bordered Continents: ==== ==== Bordered Continents: ====
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 ==== Border Heatmaps: ==== ==== Border Heatmaps: ====
  
-Connections represented by colors.  Red are least connections, Blue are most connections:+Connections represented by colors.  Red are least connections, Green are most connections:
   * Red - Two    * Red - Two 
   * Orange - Three   * Orange - Three
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 ==== Dice Odds: ==== ==== Dice Odds: ====
  
 +Detailed dice odds tables aid players in understanding combat probabilities.
  
 | **Roll** | **Success Ratio** | **Victory** | **Tie** | **Defeat** | **Note** | **Outcomes** | **V** | **T** | **D** | | **Roll** | **Success Ratio** | **Victory** | **Tie** | **Defeat** | **Note** | **Outcomes** | **V** | **T** | **D** |
boards/peak_knowledge/peak_knowledge.1711907284.txt.gz ยท Last modified: 2024/03/31 13:48 by Motts