Classic - Round 9
|Above are the possible play states of a turn. Click on each for a description. Note: the main phases of a turn are DEPLOY, ASSAULT, REINFORCE - other phases occur as they are relevant.
|In a standard game each player fends for himself and there is only one winner.
|Regions are randomly distributed at the start of the game and each region starts with three troops.
|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.
|At the end of your turn if you have conquered at least one region you get 'spoils.' Once you have three of the same color (or three different) these can be traded in at the start of your turn for bonus troops. Escalating Spoils indicates that each set traded in will be worth more than the previous. The first set is worth 4 bonus troops. Then 6, 8, 10, 12, 15, 20, 25 etc. If you own any of the regions that you trade in you get two bonus troops on those regions.
|At the end of your turn you can reinforce once from one region to another (they must be connected by regions that you own).
|Fog of War
|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
|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.
|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 leaderboard scoring is in place for this game