188 Open Daily games
3 Open Realtime games
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 4th Jul 2023
  • Release Date: n/a
  • Games Played: 0
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Design Information
Territories 431
Continents 5600
Advanced Features One-way Borders
View Only Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
6
Card Sets Worth Off
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Heavy
Fog Override Disabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 1 Red Team Default Eliminate Seat 2
2 Blue 1 Blue Team Default Eliminate Seat 1
3 Red 2 Red Team Default Eliminate Seat 2
4 Blue 2 Blue Team Default Eliminate Seat 1
5 Red 3 Red Team Default Eliminate Seat 2
6 Blue 3 Blue Team Default Eliminate Seat 1

Board Description

Mission: CAPTURE

Your mission, should you choose to accept it, is to Capture the Flag. This description will self destruct in 5 seconds.

Basics:

Attacks:

4 attacks per turn.

Victory:

Begin your turn on your opponent's flag location in the hex grid to take the flag.

Return to your own team's flag location in the hex grid to win the game.

Respawn:

Tag players to make them respawn at their base or your jail.

Tagged players lose a turn before respawning.

Advanced:

Attacks:

Each attack can move up to 3 spaces away. If each space between where you are and where you go is Field, you can move 3 spaces away in one attack. If one of the territories is Forest or Rocks, you may only move 2 spaces away. Moving into Mountains or River takes all 3 spaces. This only considers the locations you would move to, not where you currently occupy.

Victory:

At the start of your turn, if you are on your opponent's flag location (row i) you will gain ownership of the big flag above the board. Until you get tagged, you will retain ownership of that territory. If you begin your turn on your own team's flag location (also row i) AND have ownership of the big flag above the board, your team wins the game.

Respawn:

If you are tagged you will begin your turn with a skull below the board. If you begin with a skull, end turn. You will respawn next turn.

If you begin a turn in enemy territory, you will get handcuffs by your soldier at the bottom of the board. If you begin your turn in allied territory, you will lose the handcuffs.

If you begin your turn with a skull, your next turn you will respawn at one of two locations, your team's base or your opponents jail. If you do not have handcuffs, you will respawn at base. If you do have handcuffs, you will respawn in jail.

If you begin your turn in any of the territories that are adjacent to any of your opponent's jail cells, at the start of your next turn, everybody in jail will be freed, and will respawn on their turns at base.

Notes:

All attacks win. If you see an opponent, attack them.

If you begin your turn with no units on board, hit end turn, you will respawn next turn.

If you beging your turn in jail, hit end turn, you will respawn when a teammate lets you out.

If the game is 1v1, nobody can let you out of jail, surrendering might speed things up.

Skull = Respawn next turn.

Handcuffs = You were in enemy territory at the start of your most recent turn.

Skull + Handcuffs = You will respawn in Jail

Skull + No Handcuffs = You will respawn at base.

Beginning a turn adjacent to any jail cell will empty all jail cells. This will not free your own prisoners.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowed4
Number of fortifies allowed0
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeHeavy
Allow override of fog settingNo
Game historyShow

Team Settings

Teamplay EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOff
Card CaptureOn
Maximum number of cards allowed5
Card values
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 eliminationOff
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice1
Number of sides on Defender's Dice0

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionTeams
Capital citiesOn
Capital city captureOff
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsTeams