189 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 12.0
  • Designer: M57
  • Rating:
  • Rating Score: 8.56 out of 10 [32 ratings]
  • Difficulty: Intermediate
  • Created Date: 9th Mar 2015
  • Release Date: 11th Mar 2012
  • Games Played: 1,253

Design Information
Territories 116
Continents 106
Advanced Features Factories
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Too Arid for Farming
Dangerous, But Tasty
Preferred Transportation
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Sunset 2 Default
2 Water 3 Default
3 Dirt Default Default
4 Sunset 2 Default Default
5 Not a Common Color Default Default
6 Terraform Experiment Default Default
7 Storm 4 Default
8 Full Moon 4 Default
9 New Moon 5 Default
10 Sky 5 Default

Board Description

New Earth

History and Background

New Earth is a young planet that does not have a lot of organic material on its arid land surfaces. Colonists rely on aquaculture to feed growing populations. New Earth's inhabitants are the descendents of WarGear players, so it should come as no surprise that they don't always get along very well, yet there is no bloodshed on New Earth..

Bonuses and General Mechanics of Play

Coastal Fisheries: Ocean territories produce a single army on every adjacent land territories should they be held by the same player. In other words, if a shoreline border touches water (it must touch the player color in the filled area of the ocean), then it's a legitimate border and that territory is eligible to receive an aqua-farming bonus when the player holds the associated ocean territory.

A costal territory bordering two ocean terrories all owned by the same player will receive 2 units on that territiory at the beginning of thier turn.

Though land-locked, lake territories S1-E3 and S2-E3 are large enough to put food on the table so they deliver bonus armies to their respective shoreline territories.

Continental Bonuses: Of course, the standard continental bonus types that we all know and love apply. They are not written on the board and are valued at 1/2 the number of territories in the continent (rounding down when in the cracks).

Deep Water Bonuses: Ocean territories that do not border land areas are rich fishing grounds. Each of these areas controlled by a player yeilds one army (in hand), which that player may place anywhere on the board.

The Planet Is Spheroidal: Yes, I'm stating the obvious ..on the advice of my lawyer. Ocean territories on the left and right can attack "across" the map to the opposite hemisphere.

Lower Bonuses for Early Players in First Round: Just what it sounds like. We don't want players who go first to have an unfair advantage, do we? If you don't like it.. take your armies and pass.

Additional Background

As you would expect, because the entire population are descendents of WarGear players, all disputes are settled with six sided dice. Losing armies simply live out the rest of their pathetic lives with no internet connection on one of the many thousands of tiny islands that can be found not too far from the mainland continents. It is almost impossible for them to return to the mainland because of the dangerous (but delicious) Shark-like species that teem in the waters of New Earth.

The names of many of the territories on New Earth should look familiar. They were named after the great (but now long-deceased) originators of the non-violent warfare paradigm that rules the land.

One of the first L-Class planets colonized by humans following WWIV, the first colonies on New Earth struggled to blah blah woof woof ..and if you're still reading this, you need to take your turn and get a life.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,6,8,10,12,14,16,18,20,22,24
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 bonus10
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 orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
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

Design Information
Territories 116
Continents 106
Advanced Features Factories
 
Board Settings
Gameplay Turn Based
Available Players
3 4
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Too Arid for Farming
Dangerous, But Tasty
Preferred Transportation
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Sunset 2 Default
2 Water Default Default
3 Dirt Default Default
4 Sunset 2 Default Default
5 Vegetation Default Default
6 Terraform Experiment Default Default
7 Storm 4 Default
8 Full Moon 4 Default
9 New Moon 5 Default
10 Sky 5 Default

Board Description

New Earth

History and Background

New Earth is a young planet that does not have a lot of organic material on its arid land surfaces. Colonists rely on aquaculture to feed growing populations. New Earth's inhabitants are the descendents of WarGear players, so it should come as no surprise that they don't always get along very well, yet there is no bloodshed on New Earth..

Bonuses and General Mechanics of Play

Coastal Fisheries: Ocean territories produce a single army on every adjacent land territories should they be held by the same player. In other words, if a shoreline border touches water (it must touch the player color in the filled area of the ocean), then it's a legitimate border and that territory is eligible to receive an aqua-farming bonus when the player holds the associated ocean territory.

Note: A costal territory bordering two ocean terrories all owned by the same player will receive 2 units on that territiory at the beginning of thier turn.

Though land-locked, lake territories S1-E3 and S2-E3 are large enough to put food on the table so they deliver bonus armies to their respective shoreline territories.

Continental Bonuses: Of course, the standard continental bonus types that we all know and love apply. They are not written on the board and are valued at 1/2 the number of territories in the continent (rounding down when in the cracks).

Deep Water Bonuses: Ocean territories that do not border land areas are rich fishing grounds. Each of these areas controlled by a player yeilds one army (in hand), which that player may place anywhere on the board.

The Planet Is Spheroidal: Yes, I'm stating the obvious ..on the advice of my lawyer. Ocean territories on the left and right can attack "across" the map to the opposite hemisphere.

Lower Bonuses for Early Players in First Round: Just what it sounds like. We don't want players who go first to have an unfair advantage, do we? If you don't like it.. take your armies and pass.

Additional Background

As you would expect, because the entire population are descendents of WarGear players, all disputes are settled with six sided dice. Losing armies simply live out the rest of their pathetic lives with no internet connection on one of the many thousands of tiny islands that can be found not too far from the mainland continents. It is almost impossible for them to return to the mainland because of the dangerous (but delicious) Shark-like species that teem in the waters of New Earth.

The names of many of the territories on New Earth should look familiar. They were named after the great (but now long-deceased) originators of the non-violent warfare paradigm that rules the land.

One of the first L-Class planets colonized by humans following WWIV, the first colonies on New Earth struggled to blah blah woof woof ..and if you're still reading this, you need to take your turn and get a life.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,6,8,10,12,14,16,18,20,22,24
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 bonus10
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 orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
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

Design Information
Territories 116
Continents 106
Advanced Features Factories
 
Board Settings
Gameplay Turn Based
Available Players
5 6 7 8
9 10
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Too Arid for Farming
Dangerous, But Tasty
Preferred Transportation
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Sunset 2 Default
2 Water Default Default
3 Dirt Default Default
4 Sunset 2 Default Default
5 Vegetation Default Default
6 Terraform Experiment Default Default
7 Storm 4 Default
8 Full Moon 4 Default
9 New Moon 5 Default
10 Sky 5 Default

Board Description

New Earth

History and Background

New Earth is a young planet that does not have a lot of organic material on its arid land surfaces. Colonists rely on aquaculture to feed growing populations. New Earth's inhabitants are the descendents of WarGear players, so it should come as no surprise that they don't always get along very well, yet there is no bloodshed on New Earth..

Bonuses and General Mechanics of Play

Coastal Fisheries: Ocean territories produce a single army on every adjacent land territories should they be held by the same player. In other words, if a shoreline border touches water (it must touch the player color in the filled area of the ocean), then it's a legitimate border and that territory is eligible to receive an aqua-farming bonus when the player holds the associated ocean territory.

A costal territory bordering two ocean terrories all owned by the same player will receive 2 units on that territiory at the beginning of thier turn.

Though land-locked, lake territories S1-E3 and S2-E3 are large enough to put food on the table so they deliver bonus armies to their respective shoreline territories.

Continental Bonuses: Of course, the standard continental bonus types that we all know and love apply. They are not written on the board and are valued at 1/2 the number of territories in the continent (rounding down when in the cracks).

Deep Water Bonuses: Ocean territories that do not border land areas are rich fishing grounds. Each of these areas controlled by a player yeilds one army (in hand), which that player may place anywhere on the board.

The Planet Is Spheroidal: Yes, I'm stating the obvious ..on the advice of my lawyer. Ocean territories on the left and right can attack "across" the map to the opposite hemisphere.

Lower Bonuses for Early Players in First Round: Just what it sounds like. We don't want players who go first to have an unfair advantage, do we? If you don't like it.. take your armies and pass.

Additional Background

As you would expect, because the entire population are descendents of WarGear players, all disputes are settled with six sided dice. Losing armies simply live out the rest of their pathetic lives with no internet connection on one of the many thousands of tiny islands that can be found not too far from the mainland continents. It is almost impossible for them to return to the mainland because of the dangerous (but delicious) Shark-like species that teem in the waters of New Earth.

The names of many of the territories on New Earth should look familiar. They were named after the great (but now long-deceased) originators of the non-violent warfare paradigm that rules the land.

One of the first L-Class planets colonized by humans following WWIV, the first colonies on New Earth struggled to blah blah woof woof ..and if you're still reading this, you need to take your turn and get a life.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed2
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,6,8,10,12,14,16,18,20,22,24
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 bonus10
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 orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
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