179 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 9.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 8.29 out of 10 [7 ratings]
  • Difficulty: Advanced
  • Created Date: 15th Apr 2021
  • Release Date: 9th Aug 2016
  • Games Played: 69

Design Information
Territories 428
Continents 1228
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 5,5,6,6,7,7,8
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
Sword
Shield
Bow
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 25 Default
2 Green 30 Default
3 Blue 34 Default
4 Orange 38 Default
5 Yellow 41 Default
6 Purple 44 Default
7 Pink 46 Default
8 Sky Blue 48 Default
9 Brown 50 Default
10 Gray 52 Default

Board Description

ARENA

Barbarians

By Kjeld

OVERVIEW

The game begins with players spread randomly throughout the grasslands. Production will increase rapidly with capture of a capital (see 'Capital' below for details), though it will increase risk of elimination. If you lose your last capital city you're out of the game. Gather resources and outposts as you expand (see 'Special Locations'), but be aware that the terrain will affect your attack/defend strength and also the number of units you can have on a given hex (see 'Terrain Effects').

GAMEPLAY RULES

Default fog is set to medium, some special territories can help you pierce the fog of war. You may return to unit placement from attack, but not fortify after attack (though you have unlimited fortifies per turn). You may hold any number of units in reserve and any number of cards in your hand. Card scale ramps slowly (5,5,6,6,7...10,11,13,14,16...).

SPECIAL LOCATIONS

Capital: Each capital has two territories, the base capital hex and a special fortified capital city. Both territories are capitals and both add 2 to defend dice. The capital base hex grants a bonus: +3 place-anywhere, +10 on self. Max units 50. The capital city serves as a defensive reserve. It will automatically refill at +10 units per turn, up to a cap of 50. The capital city may only be attacked from the capital base hex (d7 v d9), and has an attack-only border back to the capital base hex with +2 to the attack dice. Penalty for owning multiple capitals base hexes: There is BOTH a -2 collector's bonus for capital base hexes (-2 in hand for each pair owned) AND each capital base hex is a -1 factory on each other capital.

Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 35 (regardless of terrain type).

Village [V]: Bonus: +5 on self. Max units 35 (regardless of terrain type).

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) -- not that you CANNOT fortify through tunnels, they are attack only. Tunnels hold a maximum of 15 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.

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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowedUnlimited
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 CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,6,6,7,7,8,8,9,9,10
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 owned10
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory50
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice7

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %10
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

Design Information
Territories 428
Continents 1228
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
3 4
Card Sets Worth 5,5,6,6,7,7,8
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
Sword
Shield
Bow
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 15 Default
2 Green 20 Default
3 Blue 25 Default
4 Orange 30 Default
5 Yellow Default Default
6 Purple Default Default
7 Pink Default Default
8 Sky Blue Default Default
9 Brown Default Default
10 Gray Default Default

Board Description

ARENA

3-4 Players Fixed Start

By Kjeld

OVERVIEW

The game begins with each player controlling 1 of the 4 corner capital base hexes (all other capitals start neutral) and the associated capital city reserve. If you lose your last capital city you're out of the game.

Gather resources and outposts as you expand (see 'Special Locations'), but be aware that the terrain will affect your attack/defend strength and also the number of units you can have on a given hex (see 'Terrain Effects'). Later players in the turn order will start with substantially more units in hand (for reference, first player starts with 15, fourth player starts with 30).

GAMEPLAY RULES

Default fog is set to medium, some special territories can help you pierce the fog of war. You may return to unit placement from attack, but not fortify after attack (though you have unlimited fortifies per turn). You may hold any number of units in reserve and any number of cards in your hand. Card scale ramps slowly (5,5,6,6,7...10,11,13,14,16...).

SPECIAL LOCATIONS

Capital: Each capital has two territories, the base capital hex and a special fortified capital city. Both territories are capitals and both add 2 to defend dice. The capital base hex grants a bonus: +3 place-anywhere, +10 on self. Max units 50. The capital city serves as a defensive reserve. It will automatically refill at +10 units per turn, up to a cap of 50. The capital city may only be attacked from the capital base hex (d7 v d9), and has an attack-only border back to the capital base hex with +2 to the attack dice. Penalty for owning multiple capitals base hexes: There is BOTH a -2 collector's bonus for capital base hexes (-2 in hand for each pair owned) AND each capital base hex is a -1 factory on each other capital.

Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 35 (regardless of terrain type).

Village [V]: Bonus: +5 on self. Max units 35 (regardless of terrain type).

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) -- note that you CANNOT fortify through tunnels, as they are attack only. Tunnels hold a maximum of 15 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.

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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowedUnlimited
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 CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,6,6,7,7,8,8,9,9,10
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 owned10
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory50
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice7

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 %15
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

Design Information
Territories 428
Continents 1228
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
5 6 7 8
Card Sets Worth 5,5,6,6,7,7,8
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
Sword
Shield
Bow
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 20 Default
2 Green 25 Default
3 Blue 28 Default
4 Orange 31 Default
5 Yellow 34 Default
6 Purple 36 Default
7 Pink 38 Default
8 Sky Blue 40 Default
9 Brown Default Default
10 Gray Default Default

Board Description

ARENA

5-8 Players

By Kjeld

OVERVIEW

The game begins with each player controlling 1 of the 8 capital base hexes (the left and right side middle cities start neutral) and the capital city reserve. If you lose your last capital city you're out of the game.

Gather resources and outposts as you expand (see 'Special Locations'), but be aware that the terrain will affect your attack/defend strength and also the number of units you can have on a given hex (see 'Terrain Effects'). Later players in the turn order will start with substantially more units in hand (for reference, first player starts with 20, eighth player starts with 40).

GAMEPLAY RULES

Default fog is set to medium, some special territories can help you pierce the fog of war. You may return to unit placement from attack, but not fortify after attack (though you have unlimited fortifies per turn). You may hold any number of units in reserve and any number of cards in your hand. Card scale ramps slowly (5,5,6,6,7...10,11,13,14,16...).

SPECIAL LOCATIONS

Capital: Each capital has two territories, the base capital hex and a special fortified capital city. Both territories are capitals and both add 2 to defend dice. The capital base hex grants a bonus: +3 place-anywhere, +10 on self. Max units 50. The capital city serves as a defensive reserve. It will automatically refill at +10 units per turn, up to a cap of 50. The capital city may only be attacked from the capital base hex (d7 v d9), and has an attack-only border back to the capital base hex with +2 to the attack dice. Penalty for owning multiple capitals base hexes: There is BOTH a -2 collector's bonus for capital base hexes (-2 in hand for each pair owned) AND each capital base hex is a -1 factory on each other capital.

Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 35 (regardless of terrain type).

Village [V]: Bonus: +5 on self. Max units 35 (regardless of terrain type).

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) -- note that you CANNOT fortify through tunnels, as they are attack only. Tunnels hold a maximum of 15 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.

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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowedUnlimited
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 CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,6,6,7,7,8,8,9,9,10
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 owned10
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory50
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice7

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 %15
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

Design Information
Territories 428
Continents 1228
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
9 10
Card Sets Worth 5,5,6,6,7,7,8
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
Sword
Shield
Bow
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 20 Default
2 Green 25 Default
3 Blue 29 Default
4 Orange 33 Default
5 Yellow 36 Default
6 Purple 39 Default
7 Pink 42 Default
8 Sky Blue 45 Default
9 Brown 47 Default
10 Gray 50 Default

Board Description

ARENA

9-10 Players

By Kjeld

OVERVIEW

The game begins with each player controlling 1 of the 10 capital base hexes and the capital city reserve. If you lose your last capital city you're out of the game.

Gather resources and outposts as you expand (see 'Special Locations'), but be aware that the terrain will affect your attack/defend strength and also the number of units you can have on a given hex (see 'Terrain Effects'). Later players in the turn order will start with substantially more units in hand (for reference, first player starts with 20, tenth player starts with 50).

GAMEPLAY RULES

Default fog is set to medium, some special territories can help you pierce the fog of war. You may return to unit placement from attack, but not fortify after attack (though you have unlimited fortifies per turn). You may hold any number of units in reserve and any number of cards in your hand. Card scale ramps slowly (5,5,6,6,7...10,11,13,14,16...).

SPECIAL LOCATIONS

Capital: Each capital has two territories, the base capital hex and a special fortified capital city. Both territories are capitals and both add 2 to defend dice. The capital base hex grants a bonus: +3 place-anywhere, +10 on self. Max units 50. The capital city serves as a defensive reserve. It will automatically refill at +10 units per turn, up to a cap of 50. The capital city may only be attacked from the capital base hex (d7 v d9), and has an attack-only border back to the capital base hex with +2 to the attack dice. Penalty for owning multiple capitals base hexes: There is BOTH a -2 collector's bonus for capital base hexes (-2 in hand for each pair owned) AND each capital base hex is a -1 factory on each other capital.

Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 35 (regardless of terrain type).

Village [V]: Bonus: +5 on self. Max units 35 (regardless of terrain type).

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) -- note that you CANNOT fortify through tunnels, as they are attack only. Tunnels hold a maximum of 15 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.

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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowedUnlimited
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 CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,6,6,7,7,8,8,9,9,10
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 owned10
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory50
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice7

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 %15
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

Design Information
Territories 428
Continents 1228
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
8
Card Sets Worth 5,5,6,6,7,7,8
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
Sword
Shield
Bow
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red North 20 Default
2 Green South 25 Default
3 Blue North 25 Default
4 Orange South 30 Default
5 Yellow North 30 Default
6 Purple South 35 Default
7 Pink North 35 Default
8 Sky Blue South 40 Default

Board Description

ARENA

Team 4 v 4 - North v South

By Kjeld

OVERVIEW

The game begins with each player controlling 1 of the 8 capital base hexes (the left and right side middle cities start neutral) and the capital city reserve. Teams are divided into the four northern and four southern capitals. If you lose your last capital city you're out of the game.

Gather resources and outposts as you expand (see 'Special Locations'), but be aware that the terrain will affect your attack/defend strength and also the number of units you can have on a given hex (see 'Terrain Effects'). Later players in the turn order will start with substantially more units in hand (for reference, first player starts with 20, eighth player starts with 40).

GAMEPLAY RULES

Default fog is set to medium, some special territories can help you pierce the fog of war. You may return to unit placement from attack, but not fortify after attack (though you have unlimited fortifies per turn). You may hold any number of units in reserve and any number of cards in your hand. Card scale ramps slowly (5,5,6,6,7...10,11,13,14,16...).

SPECIAL LOCATIONS

Capital: Each capital has two territories, the base capital hex and a special fortified capital city. Both territories are capitals and both add 2 to defend dice. The capital base hex grants a bonus: +3 place-anywhere, +10 on self. Max units 50. The capital city serves as a defensive reserve. It will automatically refill at +10 units per turn, up to a cap of 50. The capital city may only be attacked from the capital base hex (d7 v d9), and has an attack-only border back to the capital base hex with +2 to the attack dice. Penalty for owning multiple capitals base hexes: There is BOTH a -2 collector's bonus for capital base hexes (-2 in hand for each pair owned) AND each capital base hex is a -1 factory on each other capital.

Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 35 (regardless of terrain type).

Village [V]: Bonus: +5 on self. Max units 35 (regardless of terrain type).

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) -- note that you CANNOT fortify through tunnels, as they are attack only. Tunnels hold a maximum of 15 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.

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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowedUnlimited
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 EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,6,6,7,7,8,8,9,9,10
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 owned10
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory50
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice7

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionTeams
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %15
Destroy unallocated CapitalsOff
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

Design Information
Territories 428
Continents 1228
Advanced Features One-way Borders
View Only Borders
Border Modifiers
Attack Only Borders
Factories
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
10
Card Sets Worth 5,5,6,6,7,7,8
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
Sword
Shield
Bow
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red East Default Default
2 Green West Default Default
3 Blue East Default Default
4 Orange West Default Default
5 Yellow East Default Default
6 Purple West Default Default
7 Pink East Default Default
8 Sky Blue West Default Default
9 Brown East 40 Default
10 Gray West 45 Default

Board Description

ARENA

Team Captains - 5 v 5

By Kjeld

OVERVIEW

In this Team Captains Scenario, team East fights team West. Each team is commanded by a captain, who occupies the middle capital on that teams side of the board (these are seats 9 and 10, so they go last). The first team to lose it's Captain loses the game.

The game begins with each player controlling 1 of the 10 capital base hexes and the capital city reserve. If you lose your last capital city you're out of the game.

Gather resources and outposts as you expand (see 'Special Locations'), but be aware that the terrain will affect your attack/defend strength and also the number of units you can have on a given hex (see 'Terrain Effects'). Later players in the turn order will start with substantially more units in hand (for reference, first player starts with 20, tenth player starts with 50).

GAMEPLAY RULES

Default fog is set to medium, some special territories can help you pierce the fog of war. You may return to unit placement from attack, but not fortify after attack (though you have unlimited fortifies per turn). You may hold any number of units in reserve and any number of cards in your hand. Card scale ramps slowly (5,5,6,6,7...10,11,13,14,16...).

SPECIAL LOCATIONS

Capital: Each capital has two territories, the base capital hex and a special fortified capital city. Both territories are capitals and both add 2 to defend dice. The capital base hex grants a bonus: +3 place-anywhere, +10 on self. Max units 50. The capital city serves as a defensive reserve. It will automatically refill at +10 units per turn, up to a cap of 50. The capital city may only be attacked from the capital base hex (d7 v d9), and has an attack-only border back to the capital base hex with +2 to the attack dice. Penalty for owning multiple capitals base hexes: There is BOTH a -2 collector's bonus for capital base hexes (-2 in hand for each pair owned) AND each capital base hex is a -1 factory on each other capital.

Fortress [FS]: Adds 1 to defend dice. Bonus: +5 on self. Max units 35 (regardless of terrain type).

Village [V]: Bonus: +5 on self. Max units 35 (regardless of terrain type).

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) -- note that you CANNOT fortify through tunnels, as they are attack only. Tunnels hold a maximum of 15 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.

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.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowed50
Number of fortifies allowedUnlimited
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 EnabledTeamplay Only
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowedUnlimited
Card values5,5,6,6,7,7,8,8,9,9,10
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 owned10
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve unitsUnlimited
Maximum units per territory50
Auto Assign Factories
Number of sides on Attacker's Dice7
Number of sides on Defender's Dice7

Initial Setup

Initial setupSetup based
Lock seat colorsOn
Lock seat orderOn
Lock starting bonus to:Seat
Allow seat selectionSeats
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %15
Destroy unallocated CapitalsOff
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOn
Allow players to choose seats / teamsSeats