Arena 3v3 - Eliminate the Captain
In this scenario, the East team faces off against the West team. A team wins when the captain (the central player on either side) is eliminated.
TERRAIN EFFECTS
Grasslands [G]: Attack with d8, defend with d7. Unit Max 50.
Swamps [S]: Attack with d6, defend with d9. Unit Max 15.
Forest [F]: Attack with d7, defend with d8. Unit Max 30.
Hills [H]: Attack with d7, defend with d8. Unit Max 25.
Forested Hills [FH]: Attack with d6, defend with d9. Unit Max 15.
Mountains [M]: Attack with d6, defend with d10. Unit Max 10.
Plateau [P]: Attack with d8. Defend with d7 against other plateaus. Against non-plateau terrains only: defend with d9. Unit Max 50.
Water [W]: Attack with d9, defend with d6. Unit Max 50.
SPECIAL LOCATIONS
Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 25 (regardless of terrain type).
Village [V]: Bonus: +5 on self. Max units 15 (regardless of terrain type).
Capital City and Base Hex: The capital city is separate from the base hex tile. Both territories add 2 to defend dice. The hex tile grants a bonus: +3 place-anywhere, +10 on self. Max units 50 on hex tile, 25 on capital city. The capital city may only be attacked from the capital hex tile, and has an attack-only border back to the hex with +2 to the attack dice. If you lose your last capital city, you lose the game. Note that the capital city begins with 50 units as a defensive reserve. If the number of units on the capital city drops below 20, it will automatically refill at +10 units per turn, up to a cap of 20.
Place of Power [PP]: Each place of power gives a +2 place-anywhere bonus plus a place-anywhere collector's bonus of +2 for each pair of places or power you control. For example, controlling one place of power would give you +2, controlling two would give you +6, controlling 3 would give you +12, controlling 4 would give you +20, etc. Also, each place of power grants full vision up to three hexes away (excluding capitals).
Tunnels: Found only in hillly terrain, each tunnel connects to each other tunnel on the board at default dice (d7 v d7). Tunnels hold a maximum of 50 units.
RESOURCES
Timber [T]: Each tile with an axe icon gives you a +1 factory bonus on your capital(s) and a +2 factory bonus on all villages you control.
Ore [O]: Each tile with a shovel and pick icon gives you a +1 factory bonus on your capital(s) and a +2 factory bonus on all fortresses you control.
Wheat [WH]: Each tile with a wheat icon gives you a +2 factory bonus on your capital(s).
Fish [FI]: Each tile with a fish icon gives you a +2 factory bonus on your capital(s)and a +1 factory bonus on all fortresses and villages you control.
SCENARIOS
Oracle's Arena: Though the board is covered in heavy fog, players may "pay" 10 units from their capital on any turn to consult the oracle, revealing the entire map. Note that only one player may consult the oracle on any given turn, and it will go to the last player to make the attack. Plan accordingly.
Random Start FFA: For anywhere from 5-10 players. Starting capitals are randomized, but note that this may lead to unequal start positions.
5 v 5 Teams: One team starts in the East, the other in the West.
2 v 2 v 2 v 2 v 2 Teams: Teams start distributed around the board.
8 Player FFA: An even start for 8 players.
4 v 4 Teams: One team starts in the North, the other in the South.
2 v 2 v 2 v 2 Teams: One team in each corner, middle East and middle West capitals start neutral.
6 Player FFA: An even start for 6 players.
3 v 3 Teams: One team starts in the far East, the other in the far West.
2 v 2 v 2 Teams: Teams start in the non-corner capitals.
4 Player FFA: An even start for 4 players.
Slow 4 Player FFA: A variant starting configuration that places players farther apart at the beginning.
2 v 2 Teams: Teams start in symmetric positions, same as 4 Player FFA.
2 Player FFA: An even start for 2 players to duel.