Creating a Game: Advanced Options

When creating a game, a variety of game rules are available to choose from. Selecting "Show Advanced Options", under the heading "Game Rules", reveals a list of every possible rule or variation in LandGrab. These are organized into Game Type, Cards, and Armies.

Game Type

Capitals: Explained in the Capitals section

Fortresses: Explained in the Fortresses section of the How it works page.   Note: this option is only available if the map being used allows for Fortresses; please see the section Creating Maps for more information.

Leaders: Select how many leaders each player has. Leaders are explained in the Leaders section.

Fog of War: If selected, territories that are beyond your armies' sight will be masked. The range of your "sight" consists of of one territory adjacent to a territory owned by either yourself or your teammates. There are, however, a few options that modify this sight range:

  • Spy cards: This will reveal any territory of an owned card (or teammate card).
  • Leaders, fortresses and capital sight bonus: This gives adds two to your sight bonus if you have a leader, fortress or capitol on a territory you own.
  • Owned continent sight bonus: This gives adds two to your sight bonus of the territories in a continent that you own.
  • Reduced sight on weak positions: A weak position is defined as a territory with only one army on it. If this option is enabled, your sight is reduced by one.
  • Hide ownership and reinforcement tables: This option explains itself; if selected, you will not be able to see the amount of reinforcements a non-teammember player will receive, nor will you be able to see who owns which continents in the Continents table below the map.

Bridges and Walls: Explained in the Bridges and Walls section.


Cards


Wild Card Ratio: This allows you to specify how often the "wild cards" are thrown into the mix with all the standard cards (circle, diamond and star). Wild card trade-in's are generally worth more so be mindful of this unless you alter how much the wild card sets are worth or if you intend to have large trade-in values.

Trade-in Values: This allows you to make trade-in's based on card symbols, flat rate, or increasing. A more in depth explanation is available in the Cards section.

Forced Trade-in: The maximum amount of cards one may have before being forced to trade them in. Explained in the Cards section.

Trade-in Time: When a player is allowed to turn in a set of cards. Explained in the Cards section.

Army Placement: When a player may place their armies. Explained in the Cards section.

Trade-in Bonus: The amount of armies that a player receives for owning territory they have a card for.

Bonus armies go onto card territory: Self-explanatory when checked. If unchecked, the territory-bonus armies just count towards the amount of armies a player gets to place due to the trade in.


Armies

Territory Selection Type: Random means that initial territories are drawn at random. Player-Selected means that the board is initially blank and players take turns choosing territories and placing armies.

Initial Army Placement Type: How a player places his initial armies.Placed means that each player has the opportunity to place their allotted initial troops anywhere they own a territory on the board and in any amount they wish. Flat Rate means that each player gets a specified amount of troops assigned to each territory they own

Initial Army Size: How many armies each player begins with.

Forced Dispersion: When checked, players are required to disperse their initial armies at a certain rate. This discourages placing all armies onto one or two territories.  The following formula is used to dictate the maximum amount of armies that can be placed onto a single territory during initial placement:

K*A/Int(T/P)

Where:
T = Number of territories in the map
P = Number of players in the game
Int = Integer portion of a number (rounded-down decimal)
A = Initial number of armies to place
K = 0.5 * Int(T/P)



Reinforcement Type: Determines whether a player receives armies based on continent values,  amount of territory owned, or both. If Territory Area is selected, an additional option allows you to determine the total reinforcements available. 

Fortification Type: Choose either Path, Border, or Any. Explained in Fortifications section.

Number of Fortifications: How many fortifications a player may have at the end of their turn (any number or unlimited)

Huge Army Stalemate Avoidance: Enabling this setting does two things:
  • Doesn't allow huge initial armies or huge card trade-in values (and owned territory bonuses). 
  • When army counts in a game reach a level that is too large to promote tactical attacking, the army numbers are reset to 10% their initial values, across the board. If increasing card values are used, they are also reset.
On the game screen, a meter shows how soon before the Stalemate Avoidance will kick in.