Mountains of Megdrith
The Mountains of Megdrith stretch for leagues to the north and south. Two well guarded mountain passes control the only active trade route from east to west. Five kingdoms compete for control of this lucrative region.
Capitals
Palaces are capitals. If you lose your last Palace, you will be eliminated. The victor assimilates 40% of your territories.
Bonuses
In-hand:
+1 for each Mountain Pass+1 for each Palace+1 for each pair of Fortresses+1 per 3 territoriesFactory:
Palace: Each Palace deposits 1 unit per turn on every owned territory of the same color (including Border Towns and and Mountain Passes)Siege: At the beginning of your turn, every pair* of like colored territories you own (including Border Towns and Mountain Passes) subtracts 1 unit from the Palace of the same color if the Palace is owned by someone else.**
Borders and Dice Mods
All territories of the same color are connected; except for Border Towns and Moutain Passes which do not attack other Border Towns and Mountain PassesPorts attack other ports connects by water at -1 disadvantageFortresses attack and defend with +1Mountain Passes attack with -1 and defend with +1. Mountain Passes do not attack other Mountain Passes or Border Towns.Border Towns attack and defend with standard 6-sided dice. Border Towns do not attack other Border Towns or Mountain Passes.Palaces defend with +2 and are capitals. If you lose your last capital you will be eliminated. The victor will assimilate 40% of your territories.
*Number of siege territories | Number of units subtracted from the Palace each turn:
1 siege territory | -0 units
2 siege territories | -1 units
3 siege territories | -3 units
4 siege territories | -6 units
5 siege territories | -10 units
**The "UNSIEGE" continents prevent you from laying siege to your own palaces by undoing the SIEGE continents.