Map Name: Krazy Kingdoms
Number of Territories: 58
Max Players: 8
Special Features: conditional borders, bombardments, starting positions, no standard territory bonus,auto deploy, killer neutrals.
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.
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?
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.
How Will You Play?
Escalating: the chaotic magic of the seems to feeds off of the anger and conflict. In return the energies have begun to change the denizens of the land making them more powerful and aggressive.
Flat Rate: a steady supply of troops flows from your kingdom as you continue your attempt for control of the Forbidden Lands.
Nuclear: the chaotic magics of the land seem to lash out. Entire armies simply disappear. Portals to your home kingdom cease to function. Your troops become twisted and unable to gain an advantage from your favored terrain and even the very fabric of your being seems somehow twisted and altered leaving behind an amorphous form that no longer resembles your natural form.
No Spoils: with the portal to your kingdom no longer allowing travel on a regular basis you and your troops are left to bolster your position by recruiting the indigenous population.
Current Version 3.0.7b
XML - KKFinal307b.xml
History of Vesania
Many years ago a powerful wizard discovered a spell that would take him to a magical land hidden from the eyes of the rest of the world. In this land he built a grand tower where he studied magic and created wonderful and powerful magical treasures.
One day an experiment went awry and the explosion of magical energy tore apart the very fabric of reality unleashing unspeakable horrors upon the land. Now Vesania bristles with a chaotic energy that warps the land, vast jungles grows next to barren deserts and the lava flows of great volcano's open upon frozen tundra. At the heart of it all lies a darkness known as the forbidden lands where his tower still stands.
The wizard constructed several magical archways in an attempt to return home but each time he activated them they simply vanished. His magical energies were distorted in this land and he could no longer control them. In one final attempt to return he cast the spell that brought him to the land and vanished.
Almost one hundred years ago a giant stone archway appeared just outside of your kingdom’s largest city. In all of that time it has been a mystery but now it has begun to glow and bristle with magical energies and anyone passing through the arch is transported to another land. Although there is an identical archway in this land it does not allow travel in the opposite direction. Perhaps the answer lies hidden in the forbidden lands.
As the leader of one of the worlds most powerful nations you have sent a force through the archway to explore and conquer this land. What you did not realize was that there were other archways and other kingdoms would lay claim this land as well.
You start with 3 troops on your Kingdom, and 3 troops on your Special feature. On your first turn your kingdom will gain 1 troop automatically and you will be granted a +2 deployable bonus. This will result in 6 troops on your kingdom that may assault any of your favored territories to give you a foothold.
Winning The Game
You win in Krazy Kingdoms by eliminating all of your opponents from the 32 primary land territories and destroying the portal to their kingdom by using the magics of the Forbidden Lands.
As commander of your kingdoms armies you must control a Kingdom or 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, and Special Features do not count.
8 Kingdoms (kingdom portals)
11 Special Features
32 Basic Land Territories
3 Special Territories (horde, underworld, forbidden lands)
No Standard Territory Bonus (minimum 3)
+1 for each favored territory. (+4 bonus)
+4 bonus if you control all four of your favored territories. (+4 bonus)
+1 for every 2 land territory that is adjacent to a favored territory. Territories you control on the opposite sides of a chasm are adjacent. (13 territories +6 bonus)
+1 for every 3 basic land territories. (32 territories = +10 bonus)
If you control every territory you would have a bonus of 27 troops. Aditional bonuses would be applied based on your special feature(s).
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 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 have unlocked the secrets of entry to these lands have never return. But for now its secrets remain hidden behind a magical barrier. It is said that their are four towers in this land that may hold the key.
- Starts with 30 neutral troops.
- Resets to 30 neutral when held (Killer 30).
- Can bombard any location (land, sea, kingdoms, special features, hoard, and underworld).
- Borders impassable unless you have hold territories that border at least 2 Blood Towers.
Blood flows from the crevices between the black onyx stones that make up these massive towers. It is said, those that control the towers, may pass through magical barrier that guards the borders of the forbidden lands.
Territories you control on the opposite sides of a chasm are adjacent for your favored territories. For example if you are murklords then S4 is adjacent to J1 and M1. Gnomes would be adjacent to S4 from M1 and Lizardmen would be adjacent from J1. However if you were Sphinx this would not be the case
If you hold no basic land your Kingdom may assault any of its favored territories. Otherwise kingdoms are not adjacent to anything. This allows players to select a starting favored territory and will make it a more strategic choice. In fog games it will be much harder to locate your enemy. And in non-fog based games your choice of when to take that first territory will be just as important as where you strike first.
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.
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.
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
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. You may also gain access to territories across the map.
All special feature bonuses require conditions to be met and there are other abilities granted that make up for lower bonus count.
Aquatic - Aquatic gain bonuses from territories that border seas. This is +2 for every 2 territories. They may also conquer seas however the seas of this land are filled with massive and fierce creatures that will find you a tasty morsel and will eat any troops left behind.
Barbarians - The Horde is a special location that you may assault from your favored territories (Swamps if your are Murklords for example). The Horde also assaults your other favored territories allowing you quick travel across the map. Barbarians also gain a +1 bonus for every 3 basic land territories which in effect doubles the basic land territory bonus.
Cosmic - You are made of the stuff of the stars. Radiation increases your power and in this land it is plentiful. There are four territories with radiation and they grant you +1 bonus for every one you control and an additional +1 for ever two of them creating a unique bonus of +1,+3,+4,+6 respectively. When you have two territories with radiation you gain additional powers to teleport between all radiation territories and the ability to bypass the forbidden lands border and teleport directly to the forbidden lands from any radiation territory you control.
Demons - You have access to the underworld and may assault it from any territory they control with minions. And in turn the underworld grants demons travel to any other territory with minions. There are four territories with minions and they grant you +1 bonus for every one you control and an additional +1 for ever two of them creating a unique bonus of +1,+3,+4,+6 respectively.
Druids - Jungle and Forest territories provide a bonus for druids as they are able to gather up the denizens of these lands to assist them in their quest for glory. Every two Jungle or Forest grant a +1 bonus and combinations of Jungle & Forest grant an additional +1 bonus for a maximum bonus of +8 if all 8 territories are held.
Dwellers - There are four caverns on the map. Each one grants a +1 bonus however controlling all four of them grants an additional +2 for a grand bonus total of +6. Additionally dwellers may move through a network of connected tunnels and may assault any territories with caverns from any other territory with caverns.
Elementalists - Volcanic and Tundra territories provide a bonus for elementalists as they are able to gather up the denizens of these lands to assist them in their quest for glory. Every two Volcanic or Tundra grant a +1 bonus and combinations of Volcanic & Tundra grant an additional +1 bonus for a maximum bonus of +8 if all 8 territories are held.
Fanatics - Fanatics are granted a bonus for conquering their favored territories. For the first two they are granted a +2 bonus. At three an additional +2 is granted and at all four an additional +4 is granted. For a grand total of +8.
Miners - There are four mines on the map. When you control two of them you are granted a +2 bonus. You receive an additional +2 at three mines and +4 at four mines. For a grand total of +8.
Undead - There are four crypts on the map. When you control two of them you are granted a +2 bonus. You receive an additional +2 at three crypts and +4 at four crypts. For a grand total of +8.
Wizards - Territories that border Blood Towers grant the wizards a +2 bonus for every two. And when you control at least two of them they allow the wizards to teleport between all territories that border blood towers..
In games with 4 or less players each player will receive more than one special feature. In this case they receive benefits from all of these features. There are a few combos that can be slightly overpowered.
Barbarian Fanatics: If you run across this combo be aware that Barbarians may assault the Horde from any favored territories and may then begin to assault their favored territories from the Horde. And that once they reach two favored territories the fanatic bonus begins to kick in. Add to that double the bonus for every 3 basic lands and this can get out of hand rather quickly.
Wizard Dwellers: Wizards gain their bonus my controlling territories that border the Blood Towers in the game and their are two caverns on these territories. Giving wizards a quick way to travel between them and with two ways to get bonuses on these territories they can get out to a decent bonus rather quickly. Undead Wizards have an ability to grab a bonus from both as well but rely solely on the wizards travel bonus to get around.
Elementalist Druids: Although this combo doesn’t seem all that good on the surface it really shines as you begin to expand as you are granted a bonus for over half of the territory types on the map. And if any of the territories they gain bonuses from are your favored that will make it even better. In a 2 or 3 player game pairing this combo with Aquatic could bring a very good bonus as you spread out across the map.
If you can think of any other combos that work well together please feel free to message me and I will add them to this post.
8 Kingdoms (players starting areas - limited to 1 each player)
11 Special Features (random drop)
In a 2 player game
- both players would have 3 Special Features each set to 3 armies with 5 remainder set to neutral . (11/3)
In a 3 player game
- each player would have 3 Special Features each set to 3 armies with 2 remainder set to neutral. (11/3)
In a 4 player game
- each player would have 2 Special Features each set to 3 armies with 3 remainder set to neutral. (11/4)
In a 5 player game
- each player would have 2 Special Features each set to 3 armies with 1 remainder set to neutral. (11/5)
In a 6 player game
- each player would have 1 Special Feature set to 3 armies with 5 remainder set to neutral. (11/6)
In a 7 player game
- each player would have 1 Special Feature set to 3 armies with 4 remainder set to neutral. (11/7)
In a 8 player game
- each player would have 1 Special Feature set to 3 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.