|
| ![]() | ![]() | ![]() | ![]() | ![]() | ||
---|---|---|---|---|---|---|---|
| 4.8 | 0 | 0 | 0 | 0 | ||
| 4.9 | 5 | 54 | 68 | 38 |
Players | 2 | |
Game Type | Standard | In a standard game each player fends for himself and there is only one winner. |
Initial Troops | Automatic | Regions are randomly distributed at the start of the game and each region starts with three troops. |
Play Order | Sequential | A player is selected at random to go first and then subsequent players follow in turn. During a team game the play order alternates between the teams. |
Spoils | Nuclear | At the end of your turn if you have conquered at least one region you will get 'spoils.' Once you have three of the same color (or three different) these can be traded in. Nuclear Spoils means that you do not get any bonus troops for trading in. Instead each region that you trade in is 'nuked' to a single neutral troop (even if you own it). |
Reinforcements | Adjacent | At the end of your turn you can reinforce once from one region to another (they must share a border). |
Fog of War | No | Fog of War masks enemy positions that are not adjacent to your forces (or your team's forces). It also masks region and zone names in the log |
Trench Warfare | No | You can only assault from regions held since the start of your turn. If you conquer a region during your turn you cannot assault from it until your next turn. |
Round Limit | 30 Rounds | With round limits, the game will automatically finish at the end of the specified round. The winner will be the surviving player with the most troops. |
Round Length | 24 Hours | Each player has up to 24 hours to complete a turn. You will get an email notification when it is your turn to play. |
Scoring | Regular | Regular leaderboard scoring is in place for this game |
![]() | The Temple of Jinn: | 128 Territories, 10 Continents, 1 Objectives, 82 Start Positions, Min Reinforcements: 3 | ![]() |
Player [Hide Dead] | Spoils | Miss turns (total) | Troops | Regions | Power | Last | Troops due (R + Z + RB) | Def troops | Zones |
---|---|---|---|---|---|---|---|---|---|
harvmax | ![]() | 0 (0) | 0 (0%) | 0 (0%) | 3 | 0 | (3+0+0) = 3 | 0 | |
GaryDenton | ![]() | 0 (0) | 68 (36%) | 54 (42%) | 50 | 0 | (3+15+0) = 18 | 0 | Monsters (3)Water Gems (3)Earth Gems (3)Fire Gems (3)Air Gems (3) |
Neutral | 120(64%) | 74(58%) | |||||||
Totals | 188 | 128 |
Toggle | Color Codes | |
Map Size | Small | Change size of map |
Map Opacity | 100% | Fade map for ease of viewing |
Circle Whiteness | 0% | Brighten circles on armies for ease of viewing |
Text Map | Default | Text map appears on the Map Panel |
Reset Panels | Reset | Move all Console Panels to their default state |
WAITING | CASH | DEPLOY | ASSAULT | ADVANCE | DEFERRED | REINFORCE | ELIMINATED | VICTORY | |
Above are the possible play states of a turn. Click on each for a description. Note: the main phases of a turn are DEPLOY, ASSAULT, REINFORCE - other phases occur as they are relevant. |