The Five Planes of Kjeldor
Capital Spirit, v1.1
SETUP
Players begin the game spread randomly about the four subplanes of fire, water, technology and nature. Within the subplanes, players are limited to 20 units per territory.
ATTACKING AND OBJECTIVES
Your objective is to escape the subplanes and enter the main battlespace of the spirit plane. To do so, you must pass (one-way) through the associated portal, marked with an icon in the corner of each subplane. However, the first player to attempt the escape from each plane must first defeat the portal guardian (10 neutrals). NOTE: Each territory in a subplane may attack to the associated portal.
Once in the spirit plane, players may only return to the subplanes via the central pyramid, which is initially guarded by a powerful demigod (100 neutrals) which must be defeated to gain access to this game-ending weapon. NOTE: Spirit Plane territories are capitals, lose all your capitals and lose the game. Also, the pyramid attacks every territory in the subplanes (one-way).
BONUSES
Hordes bonuses are in effect for the entire board - you get +1 for each territory you control that is also surrounded by other territories you control in the subplanes, and +2 for each such territory in the central spirit plane.
Controlling an entire subplane doubles the bonus for that plane.
OTHER NOTES
There are no cards.
Eliminating a player is worth 15 bonus units.
3 fortifies per turn, to any connecting territory.