180 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 6.0
  • Designer: Amidon37
  • Rating:
  • Rating Score: 7.57 out of 10 [7 ratings]
  • Difficulty: Beginner
  • Created Date: 29th Aug 2014
  • Release Date: 17th Apr 2014
  • Games Played: 70

Design Information
Territories 265
Continents 236
Advanced Features View Only Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
8 9 10 11
12 13 14 15
16
Card Sets Worth 6,6,7,7,8,8,9
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Iowa
New Jersey
New York
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Fire Brick 4 Default
2 Violet 4 Default
3 Olive 4 Default
4 Black 5 Default
5 Orange 5 Default
6 Purple 5 Default
7 Spring Green 5 Default
8 Cyan 5 Default
9 Burnt Umber 6 Default
10 Lawn Green 6 Default
11 Yellow Candy 6 Default
12 Navy 6 Default
13 Slate Gray 6 Default
14 Pink 6 Default
15 White 7 Default
16 Sky Blue 7 Default

Board Description

In 1981 TSR (original publishers of Dungeons and Dragons) released a minigame "They've Invaded Pleasantville". This is a fairly faithful re-creation of the map from that game.

Bonuses:

Control a building and get a bonus equal to the number of rooms plus the number of doors minus 1.

The roads and the railroad earn +1 for owning 3 territories in a row. (2 territories on the ends)

The Gas Pumps, Grave Yard and Stock Pen are each worth +6.

Grass territories have a modified HORDES! bonus. +1 if you control a grass territory and every grass territory 1 or 2 grass territories away from it.

First round everyone gets a fixed bonus instead of the normal bonuses. First three players get +4, later players get more.

Attack Rules:

Thin black borders - can be attacked across.

Thick black borders - cannot be attacked across unless there is a doorway.

Dotted border - can be attacked across.

Fog:

Medium fog.

View borders between:

---nonadjacent territories in buildings.

---in grass to other grass territories 4 territories away and into/across dotted borders.

---up to 5 territories away on the road/railroad. Not around corners.

---Gas Pumps/Stock Pen/Grave Yard up to 5 territories away, but not around corners.

---Between the grass and the road/railroad. Can see "bordering" territories (but cannot attack them.)

Other Stuff:

Initally all buildings have neutrals. 4 neutrals in building with more than 1 room. 8 neutrals in buildings with 1 room. Road and Railroad teritories with dotted borders start with 2 neutrals.

Two fortifies at end of turn to any connected.

No card capture.

------------------------------------------------------------

More on "They've Invaded Pleasantville" here

http://boardgamegeek.com/boardgame/2215/theyve-invaded-pleasantville

The basic idea of the games was that you were simulating "Invasion of the Body Snatchers". One player was the town people, the other was the Aliens.

I've owned the games since it came out and played it once, but that doesn't mean it was a bad game. It's just one of those things I've hung onto most of my 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 fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed5
Card values6,6,7,7,8,8,9,9,10,10,11
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:8

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn4
Elimination bonus0
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 countHigh
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 265
Continents 236
Advanced Features View Only Borders
Border Modifiers
 
Board Settings
Gameplay Turn Based
Available Players
8 9 10 11
12 13 14 15
16
Card Sets Worth 6,6,7,7,8,8,9
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Iowa
New Jersey
New York
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Fire Brick 4 Default
2 Violet 4 Default
3 Olive 4 Default
4 Black 5 Default
5 Orange 5 Default
6 Purple 5 Default
7 Spring Green 5 Default
8 Cyan 5 Default
9 Burnt Umber 6 Default
10 Lawn Green 6 Default
11 Yellow Candy 6 Default
12 Navy 6 Default
13 Slate Gray 6 Default
14 Pink 6 Default
15 White 7 Default
16 Sky Blue 7 Default

Board Description

In 1981 TSR (original publishers of Dungeons and Dragons) released a minigame "They've Invaded Pleasantville". This is a fairly faithful re-creation of the map from that game.

(Scroll to end for differences between Basic and Advanced Rules)

Bonuses:

Control a building and get a bonus equal to the number of rooms plus the number of doors plus 4.

The roads and the railroad earn +1 for owning 3 territories in a row. (2 territories on the ends)

The Gas Pumps, Grave Yard and Stock Pen are each worth +10.

Grass territories have a modified HORDES! bonus. +1 if you control a grass territory and every grass territory 1 or 2 grass territories away from it.

First round everyone gets a fixed bonus instead of the normal bonuses. First three players get +4, later players get more.

Attack Rules:

Thin black borders - can be attacked across.

Thick black borders - cannot be attacked across unless there is a doorway.

Dotted border - can be attacked across.

Fog:

Medium fog.

View borders between:

---nonadjacent territories in buildings.

---in grass to other grass territories 4 territories away and into/across dotted borders.

---up to 5 territories away on the road/railroad. Not around corners.

---Gas Pumps/Stock Pen/Grave Yard up to 5 territories away, but not around corners.

---Between the grass and the road/railroad. Can see "bordering" territories (but cannot attack them.)

Other Stuff:

Initally all buildings have neutrals. 8 neutrals in building with more than 1 room. 16 neutrals in buildings with 1 room. Road and Railroad teritories with dotted borders start with 4 neutrals.

Two fortifies at end of turn to any connected.

No card capture.

Advanced Rules/Differences:

Initial Neutrals are twice what they are in basic.

Building continent bonuses are worth 5 more than in basic.

Dice are 8 sided instead of 6 sided.

Attacking through a door is done at a -2 penalty.

Territories inside bulidings are limited to 30 units.

Can hold up to 8 Cards instead of 5.

Cards ramp at 7 instead of 5.

------------------------------------------------------------

More on "They've Invaded Pleasantville" here

http://boardgamegeek.com/boardgame/2215/theyve-invaded-pleasantville

The basic idea of the games was that you were simulating "Invasion of the Body Snatchers". One player was the town people, the other was the Aliens.

I've owned the games since it came out and played it once, but that doesn't mean it was a bad game. It's just one of those things I've hung onto most of my 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 fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingNo
Game historyShow

Team Settings

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

Cards

CardsOn
Card CaptureOff
Maximum number of cards allowed8
Card values6,6,7,7,8,8,9,9,10,10,11
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:8

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

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 countHigh
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 265
Continents 236
Advanced Features View Only Borders
Border Modifiers
One-way Borders
Factories
 
Board Settings
Gameplay Turn Based
Available Players
10
Card Sets Worth 6,6,7,7,8,8,9
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Medium
Fog Override Disabled
Open Games 0
 
Cards
Iowa
New Jersey
New York
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Fire Brick 4 Default
2 Violet 4 Default
3 Olive 4 Default
4 Black 5 Default
5 Orange 5 Default
6 Purple 5 Default
7 Spring Green 5 Default
8 Cyan 5 Default
9 Burnt Umber 6 Default
10 Lawn Green 6 Default
11 Yellow Candy 6 Default
12 Navy 6 Default
13 Slate Gray 6 Default
14 Pink 6 Default
15 White 7 Default
16 Sky Blue 7 Default

Board Description

In 1981 TSR (original publishers of Dungeons and Dragons) released a minigame "They've Invaded Pleasantville". This is a fairly faithful re-creation of the map from that game.

(Scroll to end for differences between Capital and Basic/Advanced Rules)

Bonuses:

Control a building and get a bonus equal to the number of rooms plus the number of doors plus 4.

The roads and the railroad earn +1 for owning 3 territories in a row. (2 territories on the ends)

The Gas Pumps, Grave Yard and Stock Pen are each worth +10.

Grass territories have a modified HORDES! bonus. +1 if you control a grass territory and every grass territory 1 or 2 grass territories away from it.

First round everyone gets a fixed bonus instead of the normal bonuses. First three players get +4, later players get more.

Attack Rules:

Thin black borders - can be attacked across.

Thick black borders - cannot be attacked across unless there is a doorway.

Dotted border - can be attacked across.

Fog:

Medium fog.

View borders between:

---nonadjacent territories in buildings.

---in grass to other grass territories 4 territories away and into/across dotted borders.

---up to 5 territories away on the road/railroad. Not around corners.

---Gas Pumps/Stock Pen/Grave Yard up to 5 territories away, but not around corners.

---Between the grass and the road/railroad. Can see "bordering" territories (but cannot attack them.)

Other Stuff:

Initally all buildings have neutrals. 8 neutrals in building with more than 1 room. 16 neutrals in buildings with 1 room. Road and Railroad teritories with dotted borders start with 4 neutrals.

Two fortifies at end of turn to any connected.

No card capture.

Capital uses Advanced Rules:

Initial Neutrals are twice what they are in basic.

Building continent bonuses are worth 5 more than in basic.

Dice are 8 sided instead of 6 sided.

Attacking through a door is done at a -2 penalty.

Territories inside bulidings (except Houses) are limited to 30 units.

Can hold up to 8 Cards instead of 5.

Cards ramp at 7 instead of 5.

Except:Houses are Capitals.

No bonus for holding a house - in fact there is a -1 factory penalty on each house.

No way to attack out of a house - can only attack in.

Houses start with 30 units.

Card Capture is also ON - but no assimilation.

------------------------------------------------------------

More on "They've Invaded Pleasantville" here

http://boardgamegeek.com/boardgame/2215/theyve-invaded-pleasantville

The basic idea of the games was that you were simulating "Invasion of the Body Snatchers". One player was the town people, the other was the Aliens.

I've owned the games since it came out and played it once, but that doesn't mean it was a bad game. It's just one of those things I've hung onto most of my 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 fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingNo
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 allowed8
Card values6,6,7,7,8,8,9,9,10,10,11
Must capture non-empty territory to earn cardOn
Card deckA:14 B:14 C:14 W:8

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn4
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

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 %0
Destroy unallocated CapitalsOn
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countMedium
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone