RaidTable

New game

Map

Your maps

Maps you make in the editor show up here.

Rules

Advanced rules
Setup

How the game starts.

Distribution How territories are handed out at the start: dealt at random, picked one at a time in turn order, or chosen freely.
Starting armies Armies each player starts with. 'auto' uses a table by player count: 40 for two players, then 5 fewer per extra player, never below 15 and never fewer than the territories a player is dealt.
Placement How starting armies are placed after one on each territory: at random, by each player on their own territories, or one army at a time in turn order.
Neutrals: count Number of neutral seats.
Neutrals: armies each Armies on each territory a neutral seat is dealt.
Reinforcements

Armies received at the start of a turn.

Divisor Territories held per army received at the start of a turn (rounded down).
Minimum Fewest armies received at the start of a turn, before bonus groups.
Cards

Earning and trading cards.

Wilds Wild cards in the deck, on top of one card per territory. A wild stands in for any symbol.
Earn on capture Cards earned for capturing at least one territory in a turn.
Territory bonus Extra armies placed on a territory you hold when a traded card shows it.
Max hand A seat holding more cards than this must trade before doing anything else.
Visibility What other players see of a hand: nothing, how many cards it holds, or the cards themselves. 'countOnly' is the default in every preset (decision D18).
Combat

Dice and battles.

Attacker max dice Most dice the attacker may roll in one battle.
Defender max dice Most dice the defender may roll in one battle.
Dice sides Number of sides on each die.
Ties Who wins when the highest dice are equal.
Min armies to attack Armies a territory needs before it can attack. One always stays behind.
Occupy How many armies move into a captured territory: the fewest allowed, a number the attacker chooses, or all but one.
Fortifying

Moving armies at the end of a turn.

Mode Where armies may move at the end of a turn: nowhere, to a neighbouring territory, along a chain of your own territories, or to any of your territories.
Moves Fortify moves allowed per turn.
Max armies Most armies one fortify move may carry. No limit when missing.
Turns

Turn order and deadlines.

Turn cap Turns after which the game stops as a draw. No limit when missing.
Fog of war

Fog of war.

Fog What a player can see: the whole map, their own territories and their neighbours, or only their own territories.
Winning

How the game is won.

Condition How the game is won: last player standing, holding a share of the map, holding every capital, or holding bonus groups.
Teams

Team play. Everyone plays alone when missing.

Assists

Help shown to players during the game.

Where

Play against bots, or take turns with people on this device.

Players· 4

  1. Player 1
  2. Bot · Aggressive · Normal

    Attacks at long odds, chases cards and the leader, and leaves its borders thin.

  3. Bot · Balanced · Normal

    Builds towards bonus regions, attacks when the odds are good and keeps its borders covered.

  4. Bot · Passive · Normal

    Digs in behind strong borders and only attacks when it is almost sure to win.