
Map Name: Age of Man
(Circa 550 BC)
Mapmaker(s): Teflon Kris
Number of Territories: 79
Special Features:
- Autodeploy. Killer neutrals. 1-way assaults. Build-your-own-bonus (villages +2 for every 3). Bonuses for individual key regions. Two objectives. Losing condition. Conditional Borders and conditional auto-deploys. Transformations (other players' regions, and killer-neutral regions losing troops when special regions taken).
What Makes This Map Worthy of Being Made:
- (1) Only the second world map with conquest gameplay (the other being the more imaginatory 'All-Your-Base'). (2) A historical world map from an interesting ancient period where there was no significant major empire, and many empires were developing (or fading). Gameplay means that players can truly determine historical events, playing one of the multi-cultural protagonists and building an all-conquering empire to shape history from this brief moment (of opportunity) in world history. (3) A medium-sized conquest map (larger than Woodboro/WWII Poland yet smaller than typical conquest maps). (4) A conquest map with a focus on additional features in the central area. (5) Gameplay arranged to focus on the key battleground of the era (the mediterranean). (6) Incorporation of key concepts of the era: heroes, afterworlds, Gods and the infamous Kraken. (7) Key concepts logically linked to transformations and conditional borders, and forming strategic end-game elements.
Map Image:
Coloured army numbers denote starting positions (each would start with 3 troops, probably).
I may possibly add: "Standard deloyment 2 troops. No territory bonus." or "Standard deployment 2 troops. Region bonus: one troop for every 5 regions over 10."

[spoiler=Gameplay Guide for Multiplayer Games]The map is suitable for up to 9 players.
In multiplayer, with more than 4-players the village bonus is unlikely to be a big feature until the end-game (after a player has made the first kill etc.).
Early Game
- Players start on a village. First turn, with normal 3-troops deploy, they all have the obvious option of taking one of the outer strongholds which is a +1 auto-deploy (marked with a green-edged army circle).
With the 7-neutral on the treacherous routes, players should be well-seperated and unable to go for an early opponent kill without high risk. Especially if opponents leave troops on their villages for defence (as in Middle Ages/Labyrinth/Crazy Kingdoms, if a player no longer has a village then he is killed). Does the 7-neutral need increasing?
Hopefully, players will not have great difficult in the first few turns given the low value of neutrals near the start positions. They can then advance to the Mediterranean area (inset). Each starting area has its own route into this central area.
Theoretically, on roughly the same turn, players will arrive at, and take, an auto-deploy central stronghold in the med inset area (marked with a cyan-edged army circle).
Middle Game
- Once players have a central, med inset stronghold (cyan-edged) and an outer, main map stronghold (green edged), they will also get a +1 (conditional) auto-deploy on their trade route (violet-edged region adjacent to central stronghold).
This will most likely result in a period of build-up as players prepare to either aim for one of the objectives (which would require being a significantly dominant player that others cant stop - unlikely, hence my question as to whether to simply removing the objectives, although they could still be a surprise element in fog games).
Players will feel the need to fort and deploy carefully given the need to keep a village strong in case of attack, balanced with the need to have plenty of troops on their central stronghold for the various options and bonuses available from there.
Options to Advance from the Central Strongholds
- Some players may be reluctant to advance from their central stronghold in a hurry, especially as leaving it weak may invite opponents to head though their central stronghold and out to their village. Additionally, the advancement options aren't too easy!
However, some of the options available involve transformations which have an immediate impact on the game.
- Advancing - First Step
Central Strongholds can all attack Athens, the Med (Great Sea) and Israel. The latter two are killer neutrals, whilst Athens has no value in itself and would not be worth stacking-on (apart from in trench games or for advanced 'blocking' tactics).
From these regions players can move on to Olympus, Atlantis, or Cerebus (the hounds at the gateway of the Underworld), as well as to the Heroes.
- Advancing - Second Step
Olympus and Atlantis both give a simple +1 bonus (not auto-deploy this time).
Cerebus connects to the two other Underworld regions. Holding the Underworld gives a +4 bonus but is extra-hard to hold given the decay on all 3 regions.
The value of Heroes is that they unlock some conditional borders. To take a God you need a hero:
- Ra can be attacked from Israel when a Hero is held. Ra controls the sun and can therefore devastate civilisations - take Ra and immediately (transformation feature) all opponents central strongholds (where they may be stacking) lose 2 troops (a useful mid-game tactic to slow down others' preparations to go for killing/winning moves and weaken them for your own purposes).
- If players get to Hades Palace (unlikely to be defended given the decay) whilst holding a Hero they can then take Hades. As we see below, holding a God is useful, plus holding Hades means all central strongholds can be attacked from Hades' Palace (without having to go through other central strongholds).
- If players get to Olympus and hold a hero they can take Zeus. Holding both Olympus and Zeus gives Zeus a +1 Auto-Deploy and Olympus can attack outer, main map strongholds directly. This may be an attractive option to prepare for killing an opponent by bypassing his central troops and getting through to his 'home' defences near his villages.
- A hero also allows players get to take Poseidon from Atlantis. Holding both Poseidon and Atlantis gives Poseidon a +1 Auto-Deploy and Atlantis can attack treacherous routes on the outer map. As, treacherous routes (except the two near the players' own villages) lose 3 troops each then this is another attractive option to prepare for killing an opponent (by bypassing his central troops and getting through to his 'home' defences near his villages).
More complex options
- The Kraken
Whilst Zeus-Olympus and Poseidon-Atlantis options give small bonuses and alternative ways of getting to players 'homelands', the Underworld gives a potential larger bonus and Ra helps deplete opponents, the Kraken is the most devastating region on the board.
The Kraken can directly attack any villages and is therefore a quick route to winning, although getting there isn't so simple:
To 'release the Kraken' players first need to take a Hero, two Gods and the Titans (maybe I make this slightly less difficult: 1 Hero, 1 God and the Titans) .
- The Titans
As well as being required to release the Kraken, the Titans are also powerful in their own right as the transformation feature means when you 'release' them from Tartarus they immediately deplete any Gods held by other players, damaging their preparations for a winning/killing move (also making it easier to take a second God from an opponent to then 'release the Kraken').
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