Haven

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Revision as of 10:53, 8 September 2008 by Poobaloo (talk | contribs)

by Michael Sims, 2008 Diplomaticcorp

Overview

The Haven was created to be the greatest Fog of War game of all time. It ran in the summer of 2008, in Once Within a Fog so Dreary.

Haven.gif

Civilizations

There are 19 civilizations in The Haven. They are:

  • Archers
  • Barbarians
  • Centaurs
  • Dwarves
  • Elves
  • Faeries
  • Gnomes
  • Hobbits
  • Knights
  • Leprechauns
  • Magicians
  • Nomads
  • Ogres
  • Pirates
  • Rogues
  • Samurai
  • Trolls
  • Undead
  • Wizards

Victory Conditions

There are 102 supply centers:

  • 57 starting home centers
  • 36 neutral centers
  • 9 special build centers

52 centers are required for a solo victory.

Map Features

As typically happens in games like World War IV, it is usually very difficult to obtain a victory with a majority of supply centers. As nations grow large, it becomes tougher and tougher to keep expanding, and too easy to force a stalemate. The Haven map was designed to change all that, by circumventing normal stalemate lines:

The Underworld

The Haven is played both above and below ground. The underground passages are connected to the overworld at 5 points - one in each corner, and one in the center. The crossover spaces are:

  • Mount Nimro (center)
  • Cave of Ordeals (northwest)
  • Dragons Teeth Mountains (northeast)
  • Hoarluk (southwest)
  • Nowwhat (southeast)

A unit in a crossover space exists on both maps, even tho it will only show in the overworld portion. A crossover space is connected (via land, for army movement only) to all spaces adjacent to it in both worlds. For example, an army in Yggdrasil (underground) could support a fleet moving from Thon Tholas (overworld) to Cave of Ordeals (both worlds). But once the fleet occupied the Cave of Ordeals, it could not move into either underground space - only an army could do that.

The Eternal Build Centers

There are 9 special centers on the board, designed to create hot spots and extremely desireable centers to capture. This is because any power may build in one of the 9 eternal build centers! There is no delay in the holding of such a center before it is buildable. If you capture one, you may build there as soon as it becomes vacant in a winter turn. The 9 eternal build centers are:

  • Telmar (northwest)
  • Spiral Castle (northeast)
  • Dargaard Keep (west)
  • The Julianthes (central / island)
  • Myth Drannor (central / island)
  • Never Never Land (east)
  • Whoville (southwest)
  • Krikkit (southeast)
  • Spirit Pond (underworld)

The Names

The names are taken from over 75 fantasy books, movies, shows, games, songs, places, mythologies, fairytales, folklore, and a few of them completely made up. The more you can relate to, the more you were probly a fantasy geek growing up!