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Board DescriptionPerilous Swamps of Kjeldor ~~~~~~~~~~~~~~~~~~ v 1.2 Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor! General Gameplay ~~~~~~~~~~~~~~ As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9. Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose. First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15 Unlimited reserves, capture reserves on elimination. Elimination bonus: 20. Witch Huts ~~~~~~~~~ Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals). Towers ~~~~~~~ Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals). Cards ~~~~~ Card scale: 10, 12, 14, ... 20, 25, 30, ... Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionPerilous Swamps of Kjeldor ~~~~~~~~~~~~~~~~~~ v 1.2 Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor! General Gameplay ~~~~~~~~~~~~~~ As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9. Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose. First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15 Unlimited reserves, capture reserves on elimination. Elimination bonus: 20. Witch Huts ~~~~~~~~~ Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals). Towers ~~~~~~~ Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals). Cards ~~~~~ Card scale: 10, 12, 14, ... 20, 25, 30, ... Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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Board DescriptionPerilous Swamps of Kjeldor ~~~~~~~~~~~~~~~~~~ v 1.2 Kjeldor is a broad land, known as much for the treacheries of its quags and bogs as for the mystery of its ancient isles. In this new adventure, embark upon an journey through this hazardous half-submerged country. Battle strange beasts, seek aid from powerful sorcerers, and consult enigmatic witches as you seek a way through muck and mire to final domination of the perilous swamps of Kjeldor! General Gameplay ~~~~~~~~~~~~~~ As usual, Kjeldor is larger than life. Bonuses have been upped by an order of magnitude (10x) compared to the standard wargear game, so expect huge unit counts. To balance the large number of units, default dice are set to 7 v 8. When crossing water, this changes to 7 v 9. Starting territories are simultaneously selected after neutral territories are placed. Note: if you are confused where the neutrals have been placed, you can quickly check by clicking the green crossing arrows button (randomly select all), and then undoing all of your selections to manually choose. First turn bonuses are fixed by seat number: 0,5,5,8,8,10,10,13,13,13,15,15 Unlimited reserves, capture reserves on elimination. Elimination bonus: 20. Witch Huts ~~~~~~~~~ Grant wide swath of vision around them (excluding towers), and view all other witch huts. +100 bonus for controlling all witch huts. Any territory with a water crossing may attack the nearest one or two witch huts with default dice. Witch huts cannot attack, but can fortify back to any of these mainland territories. Max = 15 units. (Start with 8 neutrals). Towers ~~~~~~~ Each tower is worth a +5 bonus on its own, and also grants +33% bonus to associated continent. Each tower can view all other towers. May be attacked from (and attack to) adjacent land territories with default dice. No unit max. (Start with 15 neutrals). Cards ~~~~~ Card scale: 10, 12, 14, ... 20, 25, 30, ... Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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