198 Open Daily games
3 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: Thingol
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 7th Jan 2017
  • Release Date: n/a
  • Games Played: 1
  • #1:
  • #2:
  • #3:

Design Information
Territories 369
Continents 1945
Advanced Features Artillery Borders
One-way Borders
Border Modifiers
View Only Borders
Attack Only Borders
Fortify Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
4
Card Sets Worth 1,1,1,1,1,1,1
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
Castanamir
Gingwatzim
Castanamir's Spellbook
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Wizard 1 Green Wizards 0 Default
2 Wizard 2 Blue Wizards 0 Default
3 Wizard 3 Green Wizards 0 Default
4 Wizard 4 Blue Wizards 0 Default

Board Description

Castanamir's Lost Fortress

Teams (2v2)

Based on the classic D&D module - The Lost Isle of Castanamir

note - the autoloss (no units left for the player in the play map and #lives locations should result in the player's capital being destroyed) is not working properly.

Legend:

Your party finds itself shipwrecked on a rock, barren island. After days in the sun and running low on supplies, one of your crew finds a stone door in a shallow depression. The door, unlocked, opens to a stone stairway leading down. At the bottom of the stairs is a door made of an unfamiliar material. Will this ancient path lead to your salvation...or your death? Your group looks at each other for a moment and realize, there is only one path. Down into the earth. As you enter the chamber, you hear loud voices behind you. Another party has also found the island.

Gameplay:

Explore the ancient lair of the legendary Castanamir, an enigmatic and powerful wizard who withdrew from the Wizard's Guild centuries ago and simply...disappeared. Fight or evade monsters, watch for traps, solve puzzles and gather treasures totaling 12 tokens and escape the lair to win the game. Along the way, you will encounter creatures. Pay attention to the attack borders as there are a variety of monsters, some easier to defeat than others. If you are defeated by a monster (or group of monsters), you lose the game. Furthermore, watch out for your adversarial party. They can kill you (and vice-versa) - attack borders to opposing parties are d10 v d0. Note - it is very possible to win by simply outlasting your adversary. Beward the portals - each room has 4 portals, 1 for each direction. Very seldom do they go where you think they'll go. There is only one portal which leads to the exit.

  • Orders are limited - 5 attack orders and 2 fortifies; abandon is on and territories abandoned turn neutral at the end of the player's turn.
  • Opening a portal (attack-only border to it) ends the turn for that unit. Your party will spawn in the appropriate room at the start of your next turn.
  • Some treasures can be obtained directly, some require an additional attack to obtain the treasure. Note - in order to acquire a treasure, the player must end his/her turn on the treasure. Treasures are denoted at the bottom of the screen for the player - player 1's treasures on the left bottom of the screen, player 2's on the right bottom. Treasures can only be acquired once (upon acquisition, the item generates a 40 neutral cap). Treasures or items are acquired by ending the turn on the item being searched or examined.
  • Each player has 2 lives to start and will get an additional unit each turn. The player can put all available units in play or 1 at a time. Almost all locations are capped at 1 unit, however, so the player must play as they see best. Note that the Reserve counter territory is placement enabled and can fortify to the #lives location for either teammate. This can be used even when the #lives bucket has been emptied out and a cardset later cashed.
  • Card sets allow players to add lives to their party. Note - some interactions during the adventure will cause a direct addition or subtraction to the #lives.
  • Player 1's starting position is the Living Area. Player 2's starting position is the Lounge. Player 3's starting position is the Dining Hall. Player 4's starting position is the Game Room.
  • Teams are players 1 & 3 vs player 2 & 4. Team transfer is on. There is a team bucket of lives from which to share by either teammate. There is also a two-way fortify between the #lives spot for teammates.
  • How to win:

    Survive longer than your adversary. If your opponent loses all available units, you win.

    If you obtain 12 or more treasure tokens, you can attack from the item counter (located near your treasures at the bottom of the screen) to the Victory Counter. Taking the Victory Counter location as well as getting a unit to the Escape Portal (which sets your escape portal factory to on) generates a factory capture of the Victory Portal location. From there, you can attack your opponent's capital to win the game.

    Gameplay Settings

    Gameplay TypeTurn Based
    Return to unit placement from attackOff
    Return to attack after fortifyOn
    Number of attacks allowed5
    Number of fortifies allowed2
    Multiple attacksOn
    Allow fortificationConnected
    Allow abandonment of territoriesOn
    Abandoned territories revert to neutralEnd of Turn
    Fog typeMedium
    Allow override of fog settingYes
    Game historyShow

    Team Settings

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

    Cards

    CardsOn
    Card CaptureOn
    Maximum number of cards allowed5
    Card values1,1,1,1,1,1,1,1,1,1,1
    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 ownedDisabled
    Minimum bonus units per turn0
    Elimination bonus0
    Capturing of reserves on eliminationOn
    Maximum reserve units0
    Maximum units per territoryUnlimited
    Auto Assign Factories
    Number of sides on Attacker's Dice10
    Number of sides on Defender's Dice10

    Initial Setup

    Initial setupSetup based
    Lock seat colorsOn
    Lock seat orderOn
    Lock starting bonus to:Color
    Allow seat selectionNone
    Capital citiesOn
    Capital city captureOn
    Capital city unit assimilation %100
    Destroy unallocated CapitalsOn
    Number of units per Player0
    Decrease unit count per player0
    Initial unit count minimum0
    Territory selectionAutomatic
    Unit placementAutomatic
    Neutral countNone
    Neutral Factories
    Use team names defined in ColorsOn
    Allow players to choose seats / teamsNone