181 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: Korrun
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 5th Feb 2013
  • Release Date: n/a
  • Games Played: 5
  • #1:
  • #2:
  • #3:

Design Information
Territories 42
Continents 553
Advanced Features Border Modifiers
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Weapons
Armor
Siege Machines
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 1 Default
2 Green 2 Default
3 Blue 2 Default
4 Orange 3 Default
5 Purple 3 Default
6 Cyan 3 Default
7 Lime 3 Default
8 Pink Default Default
9 Yellow Default Default
10 Navy Default Default
11 Brown Default Default
12 Violet Default Default
13 Khaki Default Default
14 SkyBlue Default Default

Board Description

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 territories
  • Factory:

  • 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 Passes
  • Ports attack other ports connects by water at -1 disadvantage
  • Fortresses attack and defend with +1
  • Mountain 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.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOff
    Number of attacks allowedUnlimited
    Number of fortifies allowed4
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOff
    Abandoned territories revert to neutralImmediately
    Fog typeMedium
    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 CaptureOff
    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 bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice6
    Number of sides on Defender's Dice6

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOff
    Lock seat orderOn
    Lock starting bonus to:Seat
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %40
    Destroy unallocated CapitalsOff
    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