184 Open Daily games
3 Open Realtime games
  • Status: Dev
  • Version: 0.3
  • Designer: MilesTeg
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 20th Oct 2011
  • Release Date: n/a
  • Games Played: 4
  • #1:
  • #2:
  • #3:

Design Information
Territories 79
Continents 12
Advanced Features One-way Borders
Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Random
Capital Cities Off
Teamplay Enabled
Fog Setting None
Fog Override Enabled
Open Games 0
 
Cards
Hades
Jafar
Chernabog
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Mickey Default Default
2 Army Guy Default Default
3 Donald Default Default
4 Chernabog Default Default
5 Goofy Default Default
6 Maleficent Default Default
7 Steamboat Willie Default Default
8 Tron Default Default
9 Tinkerbell Default Default
10 Minnie Default Default
11 Pluto Default Default
12 Chip and Dale Default Default

Board Description

"To all who come to this happy place: Welcome..."

*****Disneyland*****

By: Miles Teg

Mountains

All 4 Disney Mountains (Space, Splash, Matterhorn and Thunder) defend +2

Each mountain has a 10-unit limit.

Holding all 4 mountains is worth a +5 army bonus.

Sleeping Beauty's Castle

The castle is the central hub to the park. It has LOTS of borders. It defends +3, but attacks -2, due to the difficulty of navigating the area with all of the tourists trying to take photographs.

IMPORTANT - This territory has no unit limit, but will lose 1 unit each turn until it reaches 1 remaining unit UNLESS you control all of Fantasyland. This is to avoid players holding up and stalling in this heavily guarded territory.

Disneyland Railroad

The Disneyland Railroad can attack directly from any train station to the next station IN A CLOCKWISE DIRECTION ONLY...because that's the direction the train in the park travels.

Holding all 4 train stations is worth a +3 army bonus.

Pirates Lair/Pirates of the Caribbean

These 2 territories can attack each other directly. I have no real logical reason for this...just thought it would be awesome if there were some secret tunnel from the pirate lair to the Pirates of the Caribbean ride. Plus, it makes it so that the Pirates Lair isn't a dead-end.

This map is ideal with 4 or 5 players, but can be played with 2-10 and with teams.

The board is defaulted to be fog-free, but it can be a lot of fun if you decide to turn it on.

Thanks for playing, and enjoy!

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeNone
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
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 owned3
Minimum bonus units per turn3
Elimination bonus5
Capturing of reserves on eliminationOn
Maximum reserve units20
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupRandom
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