Gameplay/Main idea by [player]DJENRE[/player]
XML by [player]zimmah[/player]
216 territories in total
- 12 Commanders = 12 starting points
- 204 start Neutrals
- 122 Seas (decay 1 or 2 per round)
- 48 boat portions (are part of bonuses)
- 15 red 'pins'
- 15 blue 'pins'
- 4 are 'pins tray'
- 2 players => 4 SP each + 4 remain neutrals
- 3 players => 3 SP each + remain 3 neutrals
- 4 players => 2 SP each + remain 4 neutrals
- 5 players => 2 SP each + remain 2 neutrals
- 6 players => 2 SP each
- 7 to 11 players => 1 SP each + the SP left are neutrals
- 12 players => 1 SP each
GAMEPLAY
e.g. given for 12 player game and a blue commander as your starting point.
From your blue commander you can attack any blue sea territ. The red pins are like impassable with a blue commander.
From seas you can jump to any boat. All regions are 4 ways attack now instead 8 directions on V1(unless there is a pin)!
- Gunboat = +2 bonus / bow can bombard opposite Gunboat's bow when you hold the entire bonus.
Submarine = +2 bonus / bow can bombard opposite submarine's bow when you hold the entire bonus.
Vessel = +3 bonus
Cruiser = +4 bonus
Destroyer = +5 bonus
Aircraft Carrier = +8 bonus
COMMAND CENTER are a single region into some boats in green.
The Pins trays RESET NEUTRAL!
The same color (blue pintray in this example) pintray allow you to bombard other blue commanders.
The opposite color pintray (the red pintray in this example) allow you to jump on the other side by attacking any red sea on the J Line (J1 to J10) .
Once on the other side, you can attack and try to reach the opposite command center, then you take the red pintray to be able to bombard all red commanders left.
Also to be sure you are safe once you reach the other side, you have to reach quickly any blue pins. You can attack blue pins because you hold a blue commander.
Once there, and because red cannot attack a blue spin, you're safe and you have an entry.
There will be no need to attack the pintray anymore from your side (wich reset neutral).
V2.0 The rules and bonus are not written yet on the board, it's about gameplay for now.


[spoiler=MAP V1]324 territories in total
- 12 Commanders = 12 starting points
- 312 Neutrals
- 268 Seas (decay 1 per round)
- 44 boat portions (are part of bonuses)
- 2 players => 4 SP each + 4 neutrals
- 3 players => 3 SP each + 3 neutrals
- 4 players => 2 SP each + 4 neutrals
- 5 players => 2 SP each + 2 neutrals
- 6 players => 2 SP each + 0 neutrals
- 7 to 11 players => 1 SP each + the SP left are neutrals
- 12 players => 1 SP each + 0 neutrals
- Easy gameplay!
There is a kind of "Arms Race" Gameplay there, you must hold most of one side (e.g. RED) to be able to attack the other side (e.g. BLUE).
All other rules are on the map.
What Makes This Map Worthy of Being Made:
- XML to help me!
Some helpful commments and feedback!
EDIT : About How the game will be played :
1/The commanders will attack any sea on the A line (their side) and they'll try to reach quickly on of the first boat (gunboat or vessel).
2/Then they will try to reach quickly the sub and/or the USS.
3/Once there, they must conquer all submarine or all USS to be able to attack / bombard away.
4/ THey can now clear all players from their side while keeping player from the other side away for a few rounds.
5/ And once their side is cleared (all other commanders are out), they could go to the other side (thanks to the USS) and try to win the game.
NOTE :
I had some logic when placing the boats : you need to take 3 territs for the gun boat (3 rounds trench) but 4 for the vessel. Then, to reach the destroyer it's only 2 from the vessel but 3 from the gunboat. And 6 rounds trench minimum if you want to take the destroyer directly from your commander.
From the destroyer you'll need 3 more rounds (trench) to reac the sub or the USS.
Map Image:

Exemple given for a 6 players game.
[/spoiler]If you found this, please take time to comment the map too. Thanks, DJ




