

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 0.2.4
SMALL
http://imageshack.us/a/img59/7667/kk024sm.png

LARGE
http://imageshack.us/a/img402/1184/kk024lg.png

Starting Forces -http://img703.imageshack.us/img703/6117/kk024start.png
Previous Versions
History of Vesania
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.
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.

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.

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.

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]

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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

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.

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.

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.

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.

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.
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.




