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designer_tutorials:board_designer:design [2013/08/15 23:43] Kjeld |
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- | ===== Design Tab ===== | ||
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- | This is where the magic happens, and where you'll spend most of your time. The pull-down menu on the left lets you select five different design areas. | ||
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- | ==== Territories ==== | ||
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- | The territories you have made on your map are not recognized by the Designer until you identify them. | ||
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- | -Click on the board image to place the territory. You can drag the bull' | ||
- | -Give the territory a unique name. (If you leave the space blank the Designer will use a default naming protocol -> T1, T2, etc..) | ||
- | -Set the maximum # of units that the territory can hold. Default -> ' | ||
- | -Hit Apply | ||
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- | Here, the designer has defined and named the territory ' | ||
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- | === Tips: === | ||
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- | * You can set a global board level territory limit in the Rules section also. | ||
- | * If you make a mistake or wish to move or rename your territory, use the ' | ||
- | * The ' | ||
- | * If you are using the Fill Mode, be sure to toggle the ' | ||
- | * **Save** often - Especially if you have a lot of territories to enter into the Designer. | ||
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- | ---- | ||
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- | ==== Borders ==== | ||
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- | Territories that touch (are contiguous) on your map are not recognized as sharing a border by the Player until you identify them. | ||
- | Once you have selected the ' | ||
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- | **Note** | ||
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- | * The order you chose your territories is important when selecting any ' | ||
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- | **Really Super-Important Note**: | ||
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- | * Especially for larger maps, while creating borders, hit the **__Save__** button in the upper right hand corner of the designer often! | ||
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- | **One-way/ | ||
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- | **Artillery** - This can be used to simulate an artillery attack across the border - the attacking player can attack and kill defending units but can't occupy the defending territory only reduce the defending units to 1 (or 0 if the territory abandonment rule is on). | ||
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- | **Attack Only** - Players can only attack across this border and transfer their units across after a successful attack, they are not permitted to move units across the border in the fortify phase. | ||
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- | **Fortify Only** - This is the opposite of the Attack Only border - with this border type the player can only move units across the border in the Fortify phase. | ||
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- | **View Only** - This border type is only relevant when the game is played with Fog. When a player occupies the territory they can view the territory on the other side of the border but not attack or fortify to it - this could be used for example to give a watchtower position the ability to view enemy units but not be able to attack them. | ||
- | Continents | ||
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- | Here is an example of the menu using some of the above border modifications.. | ||
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- | === Handy Border Creation Tools === | ||
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- | You don't have to make them one at a time, constantly having to hit the " | ||
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- | **Chain** - Creates a border between each territory chosen and the previously chosen territory. | ||
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- | **Tether** - A border is created between the first territory selected and every territory selected thereafter. | ||
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- | ==== Modifiers ==== | ||
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- | Border modifiers are an optional advanced gameplay feature that can be used to make it more or less likely that an attack over a particular border is successful. | ||
- | For instance, they can be used to simulate an artillery position attacking enemy units - where you would expect artillery to enjoy an advantage against enemy troops. | ||
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- | Border modifiers add to or subtract from the number of sides of the dice that the attacker and/or defender roll. | ||
- | Modifier values are //added// to the global dice settings, for which the default is 6-sided. | ||
- | For example, given the default global dice, a modifier of -2 would create 6 minus 2 = 4-sided dice. | ||
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- | Modify borders using the following sequence: | ||
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- | - Select the territory whose attack dice you wish to modify | ||
- | - Select the territory whose defense dice you wish to modify | ||
- | - Adjust dice values | ||
- | - Hit ' | ||
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- | Notes: | ||
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- | * The order in which you select the territories is important. | ||
- | * A border must already exist in the direction selected. | ||
- | * Border modifiers only apply in one direction so if you would like to set a border modifier in the opposite attack direction then select the territories in the opposite order and repeat. | ||
- | * Remember to **Save**. | ||
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- | In this image, the designer has clicked on the large purple territory first - then the northwest territory. The attack line is highlighted (yellow), and the Attack and Defend dice modifiers seen in the menu only apply to attacks moving in that direction. | ||
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- | * Green arrows indicate that the attacker has the advantage. | ||
- | * Red arrows indicate that the defender has the advantage. | ||
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- | ==== Continents ==== | ||
- | The continents determine the unit bonuses given to players at the start of their turn for occupying specific territories on the board. | ||
- | For example, on the Global Warfare board the continent bonus is +2 units for occupying all the territories in Australasia. | ||
- | Continent bonuses can be positive or negative and can overlap (i.e. a single territory can be part of more than one bonus). | ||
- | The Designer shows territories that are already part of a continent bonus in blue for easier reference. | ||
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- | In this example, four territories have been selected and designated as a ' | ||
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- | === Factories === | ||
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- | Factories are a special and powerful type of continent that require a separate tutorial, which you can find [[Designer Tutorials: | ||
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- | ==== Setup ==== | ||
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- | The Setup option can be used by the designer to set up the board in a pre-determined way at the start of the game. For Setup to be honored in a game the Rule " | ||
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- | *Allocated - This means the territory is allocated to the specified seat and has the specified number of units at the start of the game. | ||
- | *Capital City - The territory is allocated to a particular seat, has the specified number of units and is also a Capital City. | ||
- | *Neutral - The territory will be assigned as a neutral with the specified number of units. | ||
- | *Neutral Capital - The territory is allocated as a neutral with the specified number of units and is also a Capital City. | ||
- | *Unset - If you don't set a scenario option for a territory then it will be randomly given to a player or set as neutral at the start of the game as per a default (non-Setup based) game. | ||
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- | In the set-up above, the barrel is selected (selected territories always turn yellow), it is designated as // | ||
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- | *If you create a game board with 6 player seats in the Setup but a game is started with only 4 players (if you chose to set the min/max players like this) then each player will be allocated a random seat at the start of the game and the rest of the player seat positions will become neutrals. | ||
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- | *Player colors aren't relevant to the colors that the players choose when they start the game, i.e. players get assigned to a random seat position at the start of the game irrespective of which color they choose. | ||
- | *If this next suggestion doesn' | ||
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