Ok - here's a gameplay ideas update:
Main change = using the tunnels to create an underground network - with includes lots of one way tunnels and entrances within the castle.
Minor changes (some of them) - extra entrances to each large tower (as well as the one-way entrances from the tunnels inset). The area between the canon tower and main castle becoming a village - surrounded by a wall.
If start positions are adopted then - either distant ships in insets which can enter the bay by any region would be cool (8, or preferably 9 ships needed) - or the alternative idea below with ships seperated by rocks (forgot to show one-way attack out from ships on the diagram) and then meeting at neutral killer whirlpools (a la Danelaw) - I included 16 starts to help ensure a balance. Really, I should have moved the island to the middle for balance (with 8 starts either side).
I've labelled the bay and beach regions with E & W - one idea might be for one tower to be able to bombard the east, and the other the west - however, one bombarding water regions and the other land regions would be cooler I think.
My diagram is shorter in the downward direction to try to create room for an underground inset, key, bonus box etc. There is scope perhaps for a little more trimming.
Similarly, room could be created on the right-hand side (where perhaps ships insets could live).
Anyway:
Really awfully scribbled underground inset:
Further explanation:
Ships (SH1 to 9) are starts & +2 auto-deploy.
Ships can only progress through the whirlpools.
Whirlpools reset to neutral after one turn.
The bay regions have decay due to swimming dragons.
The bay and inland beach / shrubbery / woodland areas are build-your-own bonus areas (e.g. +1 for 3, +2 for 6)
Small bonus areas:
- The Shallows +1
Island Camp +1
Woods Camp +1
Gaining access to the castle (all one-way attacks):
- 1. Via the tunnels
2. Via the drawbridge
3. From catapults (landing regions marked)
Bonuses within the castle:
- 1. Outer Wall +6
2. Inner Wall +2
3. West Hall +4
4. East Hall +4
5. Great Hall +2
6. King +2 auto-deploy
7. Queen +2 auto-deploy
8. Main Tower +2
Objective - Hold King, Queen & Kinght's Hall
Village area (between main castle & high tower) +5
High Tower bonus (not including canons) +2
Bombardments:
Canons can bombard long-range water regions - ships, bay, shallows (this could be changed to western side of the map, outside the walls)
Outer walls can bombard cup to 2 regions away (beyond walls) - not including underground (this may need rethinking as it may be difficult to determine what is or isn't 2 regions away beyond the moat etc.
Main Tower can bombard any land regions outside the walls (i.e. not the village) (this could be changed to western side of the map, outside the walls - although perhaps not the ships)
Possible further amendments (on top of making the island central) include broken walls beyond the moat - adds extra impassables to break-up those areas, and, interestingly would make the areas between the moat and outer walls protected from bombardment from the main tower (but not the castle outer wall regions).
I can happily re-do the above diagrams, especially since the first could do with thicker pen being used and the second is very messy
