Help
Play States
Play By Clickable Map
Deploy: Click on territory to deploy, choose number to deploy and click again to make deployment
Assault: Click on a territory to Assault from, then on a territory to Assault (right click to Auto Assault)
Advance: Click on conquered territory to choose to advance, choose number to advance, then click again to advance. Click on conquering territory to advance zero.
Reinforce: Click on a territory to Reinforce from, then on a territory to Reinforce to. Click again to confirm.
Play By Keyboard and Mouse
N Key: Skip to next game, Jump to next game
B Key: Begin Turn
E Key: End Deployment, End Assaults, End Reinforcement
L Key: Later (decline to play spoils)
W,S Keys: Increase/decrease troop quantity (slow)
Q,A Keys: Increase/decrease troop quantity (fast)
Mouse Wheel: Change troop quantity by scrolling over the selected region.
CTRL Key + Click: You can always use CTRL-click instead of the right mouse button.
Middle Click: To advance to next stage (Begin Turn, End Assaults, etc.) click the middle mouse button anywhere on the map.
- Players
- 6
- Game Type
- Triples
- Slots Per Player
- 1
- Initial Troops
- Automatic
- Play Order
- Sequential
- Spoils
- No Spoils
- Reinforcements
- Chained
- Fog of War
- Yes
- Trench Warfare
- No
- Round Limit
- None
- Round Length
- 24 Hours
6 |
|
Triples |
In a Triples game, trios of three team up against other teams. The last team alive wins |
Automatic |
Regions are randomly distributed at the start of the game and each region starts with three troops. |
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. |
No Spoils |
There are no 'spoils' in this game. |
Chained |
At the end of your turn you can reinforce once from one region to another (they must be connected by regions that you own). |
Yes |
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 |
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. |
None |
|
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. |
Regular
|
Regular leaderboard scoring is in place for this game |
| Atlantis: | 89 Territories, 11 Continents, Min Reinforcements: 3 | |
Toggles change the setting temporarily, other settings are saved on a per map basis. For site-wide settings see our
Game Settings page.
2011-06-18 06:27:40 - Game has been initialized
2011-08-08 02:44:13 - Eddy_26 eliminated HippieBroker from the game
2011-08-08 02:44:20 - Eddy_26 eliminated Commander9 from the game
2011-08-10 10:25:49 - Eddy_26 eliminated MNDuke from the game
2011-08-10 10:25:49 - josko.ri, Eddy_26, Moonchild won the game
2011-08-10 10:25:49 - MNDuke lost 18 points
2011-08-10 10:25:49 - HippieBroker lost 18 points
2011-08-10 10:25:49 - Commander9 lost 18 points
2011-08-10 10:25:49 - josko.ri gained 18 points
2011-08-10 10:25:50 - Eddy_26 gained 18 points
2011-08-10 10:25:50 - Moonchild gained 18 points
2011-06-18 18:58:01 - HippieBroker: GL
2011-06-25 20:49:45 - HippieBroker: Commander9 for Hippie (He's gone for the next 24 hours).
2011-06-30 12:41:28 - MNDuke: here we go again. this the IA game all over again.
2011-07-01 20:54:44 - HippieBroker: Duke for hippie...he's at a phucking phish phestival
2011-07-02 04:12:15 - Commander9: This was... Refreshing.
2011-07-02 04:12:31 - Commander9: I could say that this didn't feel nice... But I did.
2011-07-02 08:48:50 - josko.ri: dont worry commander, it happens ;)
2011-07-04 03:08:38 - HippieBroker: Duke again
2011-07-04 17:08:43 - Commander9: Ouch. Bad timing.
2011-07-05 19:57:59 - HippieBroker: hippie back
2011-07-16 19:13:52 - josko.ri: Eddy for josko
2011-07-17 13:10:18 - Commander9: hippie for c9
2011-07-22 03:58:32 - L M S: FOED!
2011-07-23 15:04:29 - josko.ri: Moonchild for josko this turn only
2011-07-23 21:34:28 - HippieBroker: Commander9 for HippieBroker (he's cottaging).
2011-07-26 15:36:07 - HippieBroker: hippie back
2011-07-27 04:48:27 - HippieBroker: WTF? is that a glitch in the game? how do you have 26? and if you had it previously, why wait that many rounds to fort it up
2011-07-27 04:55:25 - HippieBroker: have we really rolled that shitty, that we are losing ground to you and you aren't even needing to deploy in thais?
2011-07-27 05:01:04 - HippieBroker: if so *golf clap* and gg. that's sick. you should have rolled out that stack a month ago and this game would have been over
2011-07-27 09:26:56 - josko.ri: previously we had not 26, last round it was 23, round before less, etc. we didnt have any reason to hurrybecause until we had deploy pink, and you deploy blue, that way of playing was good to us because of turn order advantage
2011-07-27 09:28:30 - josko.ri: when you decided to take 12th region of red, then we were forced to show our card. if you took it earlier, we would show the card earlier. but in previous circumstances we didnt need to put any risk on our advantage
2011-07-27 09:30:17 - josko.ri: btw, you chose the map where this way of playing/strategizing is possible. I cant remember now any other map where we should play like we played here
2011-07-27 09:33:37 - josko.ri: but this way of playing was all but easy and very risky, especially in earlier rounds. if our dice on left side went terible only once, and you possibly eliminated us in counterattack, we would be in huge trouble and probably loose the game
2011-07-27 09:35:52 - josko.ri: as the aside joke: we have Eddy_26, so we waited until our fort will be 26 troops ;)
2011-07-27 18:40:06 - Commander9: Hah, well done.
2011-07-27 18:40:13 - Commander9: Good game.
2011-07-28 07:05:27 - MNDuke: well played.
2011-07-28 14:59:23 - HippieBroker: haha well done! glad he's not eddy 85 or we could be here a while!
2011-07-28 15:00:22 - HippieBroker: fortunately for you we made c9 our stack. if he'd won more than 33% of his rolls, you would have had to drop on the front line instead of slowly building behind as well
2011-07-28 15:00:46 - HippieBroker: still...very smart...and very sneaky. that's why i gave you the "golf clap"
2011-07-28 15:01:09 - HippieBroker: you should have seen the pm i sent when i saw that last turn!?!?! I think i crapped myself
2011-07-28 15:01:56 - HippieBroker: feel free to lose the first 25 rolls here. If you don't know how to do that, just pm c9 and he'll roll for you :)
2011-08-05 15:31:09 - josko.ri: Rodion for Josko (he is traveling)
2011-08-05 18:00:05 - HippieBroker: what?!?!? Josko can't leave! he's the comic relief for your clan! I love reading that guy's comments!
2011-08-05 18:14:00 - Rodion: He shall be back in 2-3 days, do not worry =]
2011-08-07 19:57:53 - josko.ri: Moonchild for josko this turn only
2011-08-08 03:52:55 - HippieBroker: gg guys. vw played
2011-08-08 08:40:12 - josko.ri: gg
2011-08-09 02:24:55 - MNDuke: I hope you guys come down with syphilus. lol gg
2011-08-09 14:34:39 - josko.ri: really one of the biggest turnover in my CC career. it looked very bad for us at one point
2011-08-09 17:24:00 - HippieBroker: that will happen when your opponent loses 16 out of 20 rolls and you win 16 out of 20!
2011-08-09 17:24:53 - HippieBroker: and your 2.1 win could rival this. down 15 in rd 3, up 16 by rd 4...after dropping less men in that rd.
2011-08-09 17:25:21 - HippieBroker: and if you do come down with syphilus...duke has cream for you :)
2011-08-10 08:39:09 - josko.ri: well, if our dices was more equal in this game than it was, then the game would only last 5-10 rounds more, until we make enough troop advantage gotten by more using attacker dices than you use
2011-08-10 08:39:34 - josko.ri: but the outcome would still be equal, just the game would last longer if dices were more equal
2011-08-10 08:40:49 - josko.ri: wjhen it is playing pink vs blue in 11 consecutive rounds, that means we dropped about 100 in those 11 rounds, and you also dropped about 100
2011-08-10 08:42:00 - josko.ri: of these 100, we used about 85 in attack mode, and you used about 15. so we used about 70 more. when someone attack with 70 troops, it is expected that he will make troop advantage of 10 approximately
2011-08-10 08:43:02 - josko.ri: we made troops advantage of 25, which means that we really had great dices, but even if we didnt have great but had normal, with the same way of play we would make the same advantage, just number of rounds needed for that would be bigger
2011-08-10 10:27:14 - Eddy_26: haha, gg guys!