Bridges and Walls

What are these? What do they do? What do they mean? When should I build them?


Bridges are a feature where you can build links between territories that normally do not border. This may be beneficial for creating pathways to travel long distances and escape a messy situation due to placement. Or to create a fortification path from a distant land back to your home reo base.

Walls are a feature that when enabled allow you to "block off" or "wall off" an area by destroying links between territories. As an example, if you were to build a wall between Brazil and north Africa, then all of a sudden South America only needs to be defended at 1 choke rather than 2 as players would no longer be able to attack Brazil from North Africa thanks to the wall. Sounds great, right? It can be, but there are a lot of implications for building walls.

Here is the primer on building walls and bridges as written by desau when he introduced the feature.

When enabled, the "Bridges and Walls" option allows players to change borders during the game by constructing bridges to link two territories, and walls to block a border between two territories. You can find this option in the advanced options section of the game rules step when creating a new game:

In games where bridges and walls are enabled, you'll see a "Bridges And Walls..." button in the left panel during your attack phase:

Clicking that button will show your the bridges and walls control panel:

This panel allows you to begin construction on a bridge or wall, start dismantling a bridge or wall, or attack construction.

Here's how this all works:

Constructing or Dismantling a Bridge or Wall

To construct or dismantle a bridge or wall, you need to own the territories on both sides (with one exception: dismantling a wall -- you only need to own a territory on one side). After you define the two endpoint territories, you'll be able to assign a certain number of your armies (from either of the two endpoints) to become engineers to work on the construction effort. The more number of armies you devote to the project, the shorter time it'll take to construct. The shortest time period required to build (or dismantle) a bridge or wall is one full round, so that all other players can see and react to the construction effort. If the required time passes with at least one engineer surviving, the construction (or dismantle) effort will be successful. After the construction is finished, any remaining engineers are given back to you for placement at the start of your next turn. You cannot assign additional engineers to the project after it has started (although you can move more armies in place to guard). If some engineers are killed, the construction time is not slowed down.

Attacking Construction

While a player is constructing or dismantling a bridge or wall, any other player can attack that construction effort to cancel it. To completely destroy the construction effort, you need to first kill all guarding armies on one of the endpoint territories, then kill all the engineers. Since the soldiers need to put down their weapons to become engineers, they become much more vulnerable. As such, ties between attackers and defenders always go to the attacker. If the attacking army rolls three sixes, and the defending engineers roll 2 sixes, both engineers will be defeated. It is, therefore, very important to leave an ample number of troops guarding the engineers on both sides of construction.

For both construction and dismantling, you'll see a small progress meter over the bridge or wall denoting how many turns are left before the construction effort is complete. You can right-click any bridge or wall to see the full details of ownership and construction progress.

Here are some screenshots of what this looks like:

This is a completed bridge. Bridges are drawn with a curved green line connecting the two endpoints. After construction is finished, the bridge icon is displayed in the center, as shown here:

This is a bridge under construction. Notice the small progress meter about the engineer count (there are 3 engineers working on this bridge):

Walls are very similar in look. Instead of a green line, it's a red line. Here is a wall under construction with 4 engineers:

Here's what a completed wall looks like:

Note that if you find the icons / engineer counts get in the way, there's a checkbox on the left side of the board to hide the bridge & wall icons:

Tips and tricks
Now what implications does this have? What are the tips and tricks? (These notes were supplied by Grog. Thanks man!)

Building a Bridge/Wall
1. Must own both territories.
2. Add engineers to build (taken away from your troops stack).
3. Engineers can be used from either territory (or both territories to complete it faster).
4. Number of engineers needed to build seems to be related to the number of troops for that player, or all players.
5. Distance is not a factor in building time.
6. Bs vs. Ws takes the same amount of engineers/time.
7. Anyone can attack the engineers building the B/W (all ties go to Attacker).
8. When B/W is completed, all surviving engineers (if there was an attack) are returned as placement reos on your next turn.

Who can move across a Bridge/Wall
1. All players can cross a bridge regardless of who built it.
2. No player may cross a wall (even the builder).
3. Bridges show as links with the "Show Borders" Greasemonkey script. That's cool.
4. Bridges can negate 1-way borders. This was tested on Pirate Island (the one that looks like a skull's face).

Destroying a completed Bridge/Wall
Deconstructing a B/W works in a similar manner as building it:
1. Engineers are taken from your troops and set to destroy. The more engineers, the quicker they destroy.
2. Destroying a Wall can be done by owning either territory.
3. Destroying a Bridge can only be done by owning both territories.
4. Anyone can attack the engineers destroying the B/W (all ties go to Attacker).

Destroying an Active Construction
1. While the B/W is building, anyone can attack the engineers (all ties go to Attacker).
2. If someone has assigned engineers to destroy a B/W, anyone can attack the engineers to stop the destruction (all ties go to Attacker).