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Krazy Kingdoms [D, GP] - Cleaner Small Map 5/1

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Krazy Kingdoms [D, GP] - Cleaner Small Map 5/1

Postby dolomite13 on Tue Sep 04, 2012 12:05 am

ImageImage
Map Name: Krazy Kingdoms
Submitted: 9/3/2012
Mapmaker: Dolomite13
XML: Gilligan
Number of Territories: 60
Special Features: conditional borders, bombardments, starting positions, no standard territory bonus.
What Makes This Map Worthy of Being Made: I am a big fan of board games and while I like the game that the Conquer Club engine is based on, I love the way the xml has been modified to allow designers to push the envelope and create maps that are in and of themselves their own game entirely. This is what I was attempting to do when I came up with the idea for this map and what I hope will set it apart from other maps.

Krazy Kingdoms

The promise of fame, fortune, and ultimate power have brought eight of the worlds most unique kingdoms to the mystical lands of Vesania (latin for Insanity). Who shall be victorious? And more importantly what mysteries lie hidden in the forbidden lands?

This map utilizes some complex bonus structures and quite a liberal usage of conditional borders as well as bombardments and one way borders. Each player is randomly assigned a kingdom that has a favored terrain type that will determine which territories make up the greatest bonus for that race. Additionally each race is randomly assigned a special feature that further determines what territories will provide additional bonuses and grant new ways of assaulting their opponents.

Current Version 0.2.3

Small
http://imageshack.us/a/img189/5594/kk023sm.png
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Large
http://imageshack.us/a/img801/3330/kk023lg.png
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Starting Forces - http://imageshack.us/a/img526/2613/kk019lgg.png

Previous Versions
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History of Vesania

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Starting Forces

You start with 3 army on your Kingdom, 3 armies on the favored territory bordering your home kingdom, and 1 army on your Special feature.

Winning The Game

You win in Krazy Kingdoms by eliminating all of your opponents from the 32 primary land territories.

Elimination

As commander of your kingdoms armies you must control at least one basic land territory (D,F,J,M,P,S,T,V) on the map or you are eliminated, And you will be shamed, beaten, hung, and drowned although not necessarily in that order. Sea territories, the Forbidden Lands, Kingdoms, and Special Features do not count.

Territory Breakdown

32 Basic Land Territories
8 Kingdoms
11 Special Features
5 Special Territories (maelstrom, horde, underworld, the bomb, forbidden lands)

Bonuses

No Standard Territory Bonus (minimum 3)
Kingdoms autodeploy 3
+1 for each favored territory. (+4 bonus)
+4 bonus if you control all four of your favored territories. (+4 bonus)
+1 for each land territory that is adjacent to a favored territory. Territories you control on the opposite sides of a chasm are adjacent. (+13 bonus)
+1 for every 3 land territories that not adjacent to a favored territory. (15 territories = +5 bonus)

If you control every territory you would have a bonus of 26 troops.

Personal Continent

All territories that are adjacent to your favored territory also border another territory that is adjacent to one of your favored territories. This creates what I like to call a “personal continent” that overlaps the personal continents of each other player.

This image shows the favored territories and territories adjacent to favored territories for each Kingdom.

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NOTE: Chasms marked in red.

Forbidden Lands

This mystical land contains magical relics of great power capable of wiping creatures from existence. But the denizens of this land are even more fierce, destroying any intruders before they can gain a foothold. Those who enter the Forbidden lands never return.

- Starts at 20 neutral
- Resets to 20 neutral when held
- Can bombard any location.

Bottomless Chasms

Territories you control on the opposite sides of a chasm are adjacent.

Kingdoms

Your Kingdom can only assault the favored territory it connects to as denoted by the Kingdom symbol on the map. It may only be bombarded by the Forbidden Lands.

RACES

Treefolk are sentient creatures which resemble trees both physically and biologically. They are normally quiet, and slow and lumbering, but are quick and relentless in the defense of their forests. They favor the forest terrain in Vesania.

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Murklords also known as Swamp Creatures are humanoid creatures similar to fish, resembling living piles of swamp mire. They live under the waters of the swamp and occasionally come to the surface when provoked. They possess super strength and a frighteningly bad attitude. They favor the swamp terrain in Vesania.

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Humans are by far the most numerous single species in the world, and quite possibly the most violent. While they spend much of their time hunting and gathering they quickly go to war to acquire more of what they claim to be theirs, namely everything. They favor the hills & plains terrain in Vesania.

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Dragonkin are a race of powerful and intelligent dragon-like creatures that are believed to be the oldest race in the world. They are powerful and malevolent creatures that spread destruction wherever they go. They make their homes in the catacombs beneath the worlds volcanoes, preferring the immense heat to that of the worlds surface. They favor the volcanic terrain in Vesania.[/spoiler]

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Sphinx are humanoid but resemble a lion with the wings of a great bird. They are treacherous and merciless. They are ravenous creatures that will often begin eating their fallen enemies before the battle is over. They are however great architects and often build grand architectural structures such as royal tombs or religious temples for other races. They favor the desert terrain in Vesania.

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Yeti are a white ape-like inhabit if the northern regions of the world. They are taller than an average human and stronger than a bear. They are often hunted for their fur which has made them lash out violently, destroying any settlements of other races near their own. They favor the Tundra terrain of Vesania.

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Gnomes are shorter than Humans and are great metalworkers, smiths and stone workers. Fierce in battle, their main weapons are magical rune daggers. They primarily live underground and usually obtained food through trade with other races. They favor the mountain terrain in Vesania.

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Lizardmen are primitive reptilian humanoids typically standing from six to seven feet tall covered in scaled. Lizardmen are omnivores, though they have a preference for meat. Lizardmen have made a home in the in the wet climate of he jungles and rainforests of the world. They favor the jungle terrain in Vesania.

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Terrain

Each race has a favored terrain. Each territory of your favored terrain that you control is worth +1 bonus armies. If you control all four of your favored territories you gain an additional +4. In addition each territory that borders a favored territory that you control is worth an additional +1.

  • Yeti favor Tundra
  • Treefolk favor Forest
  • Humans favor Plains
  • Lizardmen favor Jungle
  • Gnomes favor Mountains
  • Murklord favor Swamp
  • Sphinx favor Desert
  • Dragonkin favor Volcanic

Special Features

Your Special Feature cannot assault or bombard any territories and it may only be bombarded by the Forbidden Lands.

Each Special Feature grants you the ability to gain additional bonus troops based on controlling certain territories on the map or conquering special territories (the bomb, underworld, horde, or maelstrom). You may also gain access to territories across the board.

All special feature bonuses require conditions to be met and there are other abilities granted that make up for lower bonus count.

Special feature Bonus Breakdown & Some Strategy

Elementalists
- Gain a +2 bonus for every 2 Volcanic or every 2 Tundra you control.

Image

Strategy: Elementalists gain their bonus from pairs of Volcanic or Tundra territories. Yeti and Dragonkin benefit the most from being an elementalist as they will already be focusing on half of these territories as their favored types.

Druids
- Gain a +2 bonus for every 2 forest or jungle territories you control.

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Strategy: Druids gain their bonus from pairs of Forrest or Jungle territories. Lizardmen and Treefolk benefit the most from being an elementalist as they will already be focusing on half of these territories as their favored types.


Fisherman
- Controlled territories that border seas are adjacent to seas.
- Gain a +2 autodeploy on seas you control.

Image

Strategy: Fishermen have four territories to focus on, the sea's. They may assault the seas from their controlled territories and their controlled territories are adjacent to the seas. So controlling territories on opposite sides of a sea afford the fishermen a supply line through the sea. For instance if the fishermen started as Lizardmen and hey conquered T4 => Sea 3 => D4 => V2 => T2, and then lost both V2 and D4, the Lizardmen could still reinforce from T4 to T2 because they are controlled territories that border the controlled sea. Seas also have the advantage that only Cultists and the Forbidden Lands can bomber the sea zone making them somewhat of a safe haven for fishermen and provide the fishermen with an autodeploy of 2 each turn on each sea.

Miners
Territories containing mines are worth +2 bonus army for miners.
If you controls all 3 territories with mines gain an additional +2 bonus.

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Strategy: There are three mines on the map. Each one grants a +2 bonus however controlling all three of them grants an additional +2 for a grand bonus total of +8. The mines reside on Jungle, Forest, and Swamp territories so they will benefit Murklords, Treefolk, and Lizardmen equally based on favored territories.


Undead
- Territories containing crypts are worth +2 bonus army for undead.
- If you controls all 3 territories with crypts gain an additional +2 bonus.

Image


Strategy: There are three crypts on the map. Each one grants a +2 bonus however controlling all three of them grants an additional +2 for a grand bonus total of +8. The crypts reside on Volcanic, Mountain, and Desert territories so they will benefit Dragonkin, Gnomes, and Sphynx equally based on favored territories.


Dwellers
- Territories containing caverns are adjacent for dwellers. (there are 3 caverns)
- Territories containing caverns are worth +1 bonus army for dwellers.
- If you controls all 3 caverns the bonus is increased to by 3 to +6

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Strategy: Their are three caverns on the map. Each one grants a +1 bonus however controlling all three of them grants an additional +2 for a grand bonus total of +5. This is less of a bonus than other symbol territories provide however all territories with caverns are adjacent for Dwellers, allowing quick travel across the map. The crypts reside on two Plains and one Forrest territory and will be most useful to Humans, and Treefolk based on their favored territories.


Fanatics
- 2 controlled favored territories = +2
- 3 controlled favored territories = +5
- 4 controlled favored territories = +8

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Strategy: Your people are fanatical about your favored territory types. As you expand and gain the bonuses for your favored territories you will get additional bonuses at 2, 3 and all 4 of them. All races benefit equally from this feature. A good strategy might be to get to your second favored territory as fast as possible as you will have passed through two bordering and conquered a favored territory yielding a grand total of +5 for those three territories. An example would be that the Yeti start at T1, and they could conquer => V3 => J3 => T2 which would give them the first fanatic bonus.

Cultists
- Can assault The Bomb from any radiation territory.
- Gain +2 for each radiation territory.
- the bomb resets to 7 each turn when held.
- the bomb can bombard all land and sea territories.
- Bomb starts with 7 neutral.

Image

Strategy: Cultists will want to focus on the "radiation" territories as they grant a +2 bonus each for a total bonus of +6. Cultists do however have access to "the bomb" which they can use to bombard any land or sea territory. However "the bomb" resets to 7 when held so the cultists will not be able to use this tactic that often in the early game but they may possibly become quite lethal in the late game or games with escalating bonuses for cards. Yeti have the added bonus of having two radiation symbols on their favored territories whereas Sphynx have only one on theirs.

Demons
- Underworld Autodeploys 3.
- Demons are worth +1.
- Territories with demonic symbols are adjacent to the Underworld.
- Underworld starts with 7 neutral.

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Strategy: There are three territories on the map with demon symbols. These territories are adjacent to the underworld for demons and they grant a +1 bonus each. The underworld autodeploys 3 each turn and allows demons to spread across the board to other territories with demon symbols. The underworld is safe from attack eacept by the Forbidden Lands. With the demon symbols being on Swamp, Mountain, and Jungle spaces Murklords, Gnomes, and Lizardmen stand to benefit the most from this speacial feature. It will be important to take the underworld as early as possible for the mobility it affords as well as the somewhat protected troops.

Barbarians
- Your controlled favored territories are adjacent to the horde.
- Your favored territories grant +1 each when you control the horde.
- Horde Autodeploy 2.
- Horde starts with 7 neutral.

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Strategy: With the horde being adjacent to your favored territories you will be able to conquer it earlier than the demons can the underworld however the horde has a smaller autodeploy than they do. The horde affords additional mobility as there are 4 favored territories that you can reach across the board. The horde provides a safe haven for troops as it can only be bombarded by the Forbidden Lands for other players.

Wizards
- Maelstrom can bombard your favored territories.
- Your favored territories can assault the Maelstrom.
- If you control the Maelstrom your favored territories are adjacent.
- If you control the Maelstrom your favored territories grant +1 bonus each.
- Maelstrom resets to 5 every turn when held.
- Maelstrom starts with 5 neutral.

Image


Strategy: Wizards don't get as much of a bonus as the horde or demons get with their autodeploys and in fact the maelstrom decays by 1 per turn however wizards that control the maelstrom may bombard their favored territories keeping them clear of invading troops while the magic of the maelstrom provides wizards the mobility of having their favored territories be adjacent. The maelstrom may only be bombarded by the forbidden lands however it's decay makes it somewhat lees of a safe haven for the troops placed there.



This image shows the placement of territories of of interest to each Special Feature.

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Troop Deployment

8 Kingdoms (players starting areas - limited to 1 each player)
8 favored Territories (player starting area - limited to 1 per player)
11 Special Features (random drop)

In a 2 player game
- both players would have 3 Special Features each set to 1 armies with 5 remainder set to neutral . (11/3)

In a 3 player game
- each player would have 3 Special Features each set to 1 armies with 2 remainder set to neutral. (11/3)

In a 4 player game
- each player would have 2 Special Features each set to 1 armies with 3 remainder set to neutral. (11/4)

In a 5 player game
- each player would have 2 Special Features each set to 1 armies with 1 remainder set to neutral. (11/5)

In a 6 player game
- each player would have 1 Special Feature set to 1 armies with 5 remainder set to neutral. (11/6)

In a 7 player game
- each player would have 1 Special Feature set to 1 armies with 4 remainder set to neutral. (11/7)

In a 8 player game
- each player would have 1 Special Feature set to 1 armies with 3 remainder set to neutral. (11/8)

The Copyright Agreement

The author retains copyright on their work, and gives Conquer Club permission to use the imagery free of charge, for as long as Conquer Club sees fit on the Conquer Club website. Conquer Club cannot sell, lease, or lend the right to use the images to anyone else. The author swears that their map is their own work, or a legal derivative work and by submitting it, do hereby claim all responsibility for that being true.
Last edited by dolomite13 on Mon May 06, 2013 1:45 am, edited 78 times in total.
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Re: Krazy Kingdoms [9/3/12]

Postby ViperOverLord on Tue Sep 04, 2012 7:27 am

I'm intrigued.
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Re: Krazy Kingdoms [9/3/12]

Postby koontz1973 on Tue Sep 04, 2012 10:43 am

dolomite, thats a lot of info for one map to digest. almost as long as war and peace. Give me some time to read and understand it all but as far as I can see, more than good enough for the drafting room. So [Moved]

Might be an idea to put the separate info into different spoilers so the map is not lost half way down the post.

koontz.
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Re: Krazy Kingdoms [9/3/12]

Postby AndyDufresne on Tue Sep 04, 2012 1:52 pm

Yowza, what a first post and development. I don't know if I'll have much to contribute to the development, as I've stayed away from your Monsters map, ha. ;)

Best of luck,


--Andy
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Re: Krazy Kingdoms [9/3/12]

Postby dolomite13 on Tue Sep 04, 2012 3:29 pm

koontz1973 wrote:...more than good enough for the drafting room. So [Moved]
Might be an idea to put the separate info into different spoilers so the map is not lost half way down the post.
koontz.


Thanx for the move =) and I will rework that most it is definitely a wall of text ;)

AndyDufresne wrote:Yowza, what a first post and development. I don't know if I'll have much to contribute to the development, as I've stayed away from your Monsters map, ha. ;) --Andy


Yea, it is a bit much for a first post but I decided to go BIG to start ;)

=D=
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Re: Krazy Kingdoms [9/3/12]

Postby dolomite13 on Thu Sep 06, 2012 11:22 am

OK now that were in the Drafting room ... lets start discussing some stuff =)

This map uses an unorthodox "personal continent" system. This means that each race in the game gets it's main territory bonus from 17 of the maps basic land territories. Each player starts with a "gateway" in one of their favored territories. The territory borders two other territories. In all each terrain type as one that borders two, one that borders three, and two that border four territories.

I have detailed below where each race/terrain favored territory is and each bordering territory and put them on a map so that you can see how the territories border one another. I also worked it out so each player's personal continent had no gaps between territories.

Do you folks like this idea?

Does this system seem interesting? Too Complicated?

Does the bonus seem like enough? Too Much? Too Little?

Any and all feedback is appreciated =)

=D=

=========================================================================================================

Bonuses

No Standard Territory Bonus
+1 for each favored territory. (+4 bonus)
+4 bonus if you control all four of your favored territories. (+4 bonus)
+1 for each territory that borders a favored territory that you control. (+13 bonus)
+1 for every 3 land territories that are neither favored nor border a favored territory that you control. (15 territories = +5 bonus)

If you control every territory you would have a bonus of 26 troops.

Personal Continent

All territories that are adjacent to your favored territory also border another territory that is adjacent to one of your favored territories. This creates what I like to call a “personal continent” that overlaps the personal continents of each other player.

This image shows the favored territories and territories adjacent to favored territories for each Race.

show
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Re: Krazy Kingdoms [9/3/12]

Postby koontz1973 on Thu Sep 06, 2012 11:36 am

+1 for each favoured territory. +4 for holding all 4 favoured territs. So will it be +4 for holding all four or +8. Will this bonus stack up?
+1 foe (for?)every non favoured territs.
+1 for each adjacent territ to a favoured territ.

Do you folks like this idea?

Yes.
Does this system seem interesting? Too Complicated?

Complicated yes, and may need to be adjusted, but right now, leave it as is.
Does the bonus seem like enough? Too Much? Too Little?

Bonuses seem OK for now but I worry that dice luck will decide games.

Forbidden lands - Resets to 20 neutrals when held. Can bombard any territory, race or creature type.

Try this, Forbidden lands - Resets to 20 neutrals when held. Can bombard all territories.
Just shorter and should be less confusing.
Do you lose the game if you lose your sun? Not explained.

Thats all for now. Still trying to get my head around this one.
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Re: Krazy Kingdoms [9/3/12]

Postby dolomite13 on Thu Sep 06, 2012 1:13 pm

koontz1973 wrote:Do you lose the game if you lose your sun? Not explained.


If you have no more land territories or gateways (the sun) you are eliminated. You start with just the gateway on the main map.

I think I forgot to add that you basically get no bonus to start. I was thinking that Gateways would autodeploy 3 which would mean that in team games everyone could not just stack on someone and have them steamroll over an opponent on the first turn. You would need to branch out first to get some bonuses before you had troops to deploy elsewhere.

I also put 5 troops in the territories between those that the players start in. I was hoping that for the first turn or two people would need to conquer weaker territories and try and put together a small personal continent and maybe grab a creature type bonus here or there and build some bonus up before starting to take out opponents.

I agree that this could get very RNG and may even create instances of utter imbalance based on the race/creature type combos. But I was hoping for a map that was crazy and unpredictable every time you played it and would cause players to need to "temporary" form alliance to handle players that get lucky early.

I am wondering if the territory your gateway is in should be set to 1 so you get a quick conquer and that card for spoils games.

=D=
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Re: Krazy Kingdoms [9/3/12]

Postby koontz1973 on Thu Sep 06, 2012 1:26 pm

So if you lose the sun, you are out. This needs to go on somewhere.

A +1 or 2 auto would suffice as these are likely to be left alone in everything apart from unlimited reinforcement games. If you can only attack the suns from the forbidden lands, you not only have the 20 neutrals to deal with then. Might even be an idea to not have the killer neutral but to have a very high decay (-99) on the forbidden land. This way, players who strike first have to really think before doing so.

Am I correct in thinking that the lower part of the legend with the circles are part of the playing board. If so, how do I attack it? Is it swamp 3 to demons to underworld to bomb? If this is correct, it needs to be made clearer somehow.
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Re: Krazy Kingdoms [9/3/12]

Postby dolomite13 on Thu Sep 06, 2012 3:29 pm

koontz1973 wrote:So if you lose the sun, you are out. This needs to go on somewhere.


No the sun (gateway) is just another territory (inside a territory). The intent is that the sun is the gateway from your home kingdom and that it's a one way portal. I intended it as the way to gain some autodeploy forces every turn provided you hold it but not allow any other player to hold it. To be eliminated you need to have no troops in a land based territory including the gateway but not including the islands, monsters, bomb, horde, or underworld. The creature types and race would also not matter for elimination purposes.

I agree that elimination text and text describing what is what "creature types", "Races", special territories etc needs to go on the map.

koontz1973 wrote:A +1 or 2 auto would suffice as these are likely to be left alone in everything apart from unlimited reinforcement games. If you can only attack the suns from the forbidden lands, you not only have the 20 neutrals to deal with then. Might even be an idea to not have the killer neutral but to have a very high decay (-99) on the forbidden land. This way, players who strike first have to really think before doing so.


Suns can be bombarded by the territory they are in or by the forbidden lands. -99 in the forbidden lands is interesting, the forbidden lands isn't part of elimination and grants no bonus. The reset to 20 and the decay -99 happen on your next turn right? if so the reset is probably preferable as you cant just leave it at 1 army, drop a card set there and hammer everyone out of existence (like using a magical device that warps reality removing your racial traits). Instead you would need to drop adjacent, beat the 20 neutral, and then hammer everyone ;)

The fo4rbidden lands are intended as a game changer and that their chaotic magical creations grant you access to bombard every territory including races and creature types and would allow you to eliminate someones racial bonus or creature type bonus as a strategy. I'm now thinking that races and creature types need to start with 7 or 10 to make them less of a target early.

koontz1973 wrote:Am I correct in thinking that the lower part of the legend with the circles are part of the playing board. If so, how do I attack it? Is it swamp 3 to demons to underworld to bomb? If this is correct, it needs to be made clearer somehow.


Yes they are part of the board and can only be bombarded by the forbidden lands. The races on the left along with their associated sun are preset starting areas the creature types at the bottom are random drop start so as to create different race/creature type combos every game.

The bomb, underworld, and horde are explained under the creature types as to how you attack those but it needs iconograpy or better descriptions and should probably be near their creature type descriptions. I put them where they are because i had not had a chance to massage the map yet to make everything fit in a good spot.

The Bomb can only be attacked by a player that has the creature type "Cultists" and has conquered all 3 territories with the "radiation symbol". They can assault the bomb from any of territories with the radiation symbols. The bomb bombards any land territory including seas and islands sort of like the forbidden lands but doesn't assault special territories like monsters or races or creature types, horde or underworld. Because it resets to when held it makes it a limited use for cultists but still a great way to make bombardments across the board and remove possible bonuses for opponents and a way to clear vikings off of the islands. Resetting to 10 may be too high and is negotiable.

The Underworld can be assaulted by any territory that has a demonic symbol and only by the creature type "demons" the underworld turns into a place where the player can store troops that can only be attacked by the forbidden lands but also lets them assault across the map as the underworld is adjacent to all demonic symbol territories. And it auto deploys 3 so its a decent place to eventually get to. This may need more neutrals up front, maybe 5 or 7.

The Horde is a barbarian creature type territory that can be assaulted by barbarians from any of your races favored territories. Holding the horde makes your favored territories worth additional troops. The horde also autodeploys 2 and can assault any territory bordering any of your held favored territories. It becomes useless of someone uses the forbidden lands to take out your race or if you hold none of your favored territories.

On a side note....

Do you think I will need to apply for a supersize map to get all the text on there? I would really like to come up with shorter text and some iconography that would help rather then do that.

=D=
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Re: Krazy Kingdoms [9/6] - Bonus Discussion Started

Postby koontz1973 on Fri Sep 07, 2012 12:03 am

OK, now I think I am starting to understand the game mechanics. Will have a think today on it and post some thoughts for you later, but one thing and this will be essential, it needs to be made clearer with a lot less text. It can be done.

As for supersize, do not bother with the application as it will not be granted. The current set up is this, if you need to go larger you will be given extra but the small must be made to current guidelines of 630/600.
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Re: Krazy Kingdoms [9/6] - Bonus Discussion Started

Postby natty dread on Fri Sep 07, 2012 12:17 am

I'm sorry, I don't come around here often these days, but I wandered in here because I saw the whimsical C->K replacement in the title and had to see what this was about.

I realize this is a draft but the graphics of this map are horrible. If I wanted to play this map I'd have to turn my monitor to black & white or I'd get a migraine from all those rainbows. Try going for a more subdued palette, not this rad 80:s in-your-face stuff.
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Re: Krazy Kingdoms [9/6] - Bonus Discussion Started

Postby Dukasaur on Fri Sep 07, 2012 1:13 am

I love it!

=D>
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Re: Krazy Kingdoms [9/6] - Bonus Discussion Started

Postby dolomite13 on Fri Sep 07, 2012 3:12 pm

natty dread wrote:I realize this is a draft but the graphics of this map are horrible. If I wanted to play this map I'd have to turn my monitor to black & white or I'd get a migraine from all those rainbows. Try going for a more subdued palette, not this rad 80:s in-your-face stuff.


Agreed.

Right now I colored things that way for ease of identification between which races favored which terrain. I plan to make the map graphics much more subdued possibly with different graphics or patterns. I am looking over many of the existing maps for ideas as well as combing through my board game collection to see what types of graphics people use for terrain.

=D=
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Re: Krazy Kingdoms [9/6] - Bonus Discussion Started

Postby dolomite13 on Mon Sep 10, 2012 2:15 pm

So I am trying to massage the text a bit ... Lets see if this would be better for each creature type. Where symbols would be used I am putting [[X]] in that place.... I might be crazy and using all symbols may make it more confusing overall but I do believe that I need to explain other things on the map it possible and need to make space.

=D=

===================================================================================

[[Symbols]] will be detailed in key
Seas reset to 1 neutral when controlled.
The Bomb resets to 10 neutral when held

Miners
Control a territory with a mine to gain its benefits.
[[M]] = +2
[[M]] [[M]] [[M]] +8

Wizards
Can assault Monsters bordering territories they control.
[[M]] Autodeploy 2
[[M]] =assault=> [[Land]]
[[M]] =bombard=> [[Sea]]
[[Land]] =bombard=> [[M]]
[[M]] <=adjacent=> [[M]]

Dwellers
Control a territory with a caverns to gain its benefits.
[[C]] = +1
[[C]][[C]][[C]] = +6
[[C]] <=adjacent=> [[C]]

Vikings
[[Island]] = +2
[[Land]] =assault=> [[Sea]]
[[Sea]] =assault=> [[Land]] and [[Island]]
[[Island]] =assault=> [[Sea]]

Barbarians
[[Horde]] Autodeploy 2
[[Favored]] + [[Horde]] = +2
[[Favored]] =assault=> [[Horde]]
[[Horde]] =assault=> [[Bordering Controlled Favored]]

Undead
Control a territory with a crypt to gain its benefits.
[[Cr]] = +2
[[Cr]][[Cr]][[Cr]] = +8

Fanatics
[[Favored]] = +2

Demons
[[Underworld]] Autodeploy 3
[[D]] = +1
[[D]] =assault=> [[Underworld]]
[[Underworld]] =assault=> [[D]]

Cultists
[[U]] = +2
[[U]] + [[U]] + [[U]] = [[Favored]] =assault=> [[The Bomb]]
[[The Bomb]] =bombard=> [[All Land & All Sea]]

Druids
2 x [[Forest]] or 2 x [[Jungle]] = + 2

Elementalists
[[Volcanic]] + [[Tundra]] = +2
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