Creator: Urbani || First Published: 09/05/2016 || Players: 9 || Size: 29x40
Categories: Toy-Box
Rating: 10.00 in 8 ratings
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Comments:
Urbani (09/05/2016 12:16am | Edited: 09/12/2016 11:54am):
Phantom Domain Rules

~~~~~~~~~~SET UP~~~~~~~~~~
Fog: On
Sonja Banned (South Segment Problems)
Broken Five Banned (Grit, Kanbei, Sensei, Hachi, Colin)
Sturm, Rachel, Von Bolt, Drake, Hawke, Olaf Banned (Damage Abilities)
Lab Gating: Preferably None (Maybe something to try at a later date with this setup.)

Orange Star has to be Javier and OS will be the games "Moderator".
(OS will be referred to as mod from now on, as presuming I am modding the game, I am CI.)
Mod units cannot attack unless they are produced by the effect of tokens (see tokens appendix).

Set the game up as a free for all.
The game is not truly free for all however due to the presence of roles (refer to roles for more information).
The mod is not truly a player and is there to ensure the experience of the game does not go awry.
If anyone has their win condition fulfilled, Mod will alert the rest of the players through broadcast to set draw and will eliminate all losers through means of the south west HQ area.

~~~~~~~~~~MAP~~~~~~~~~~

Explanation of South West:
If a player is actively trying to break the rules, has lost all units on the main map, or another player's victory condition is met, the infantry in this area will remove that player from the game.
Removing players from the game in this way ensures a fast turn cycle.
The mod has no other purpose for this infantry and will not capture all HQ`s as a joke.
Do not use this infantry for target practice if for some reason you can get a unit in range to fire upon it.
The mods backup plan for you doing this is to send an arbitrarily large number of mega tanks and make the game less fun for you.

Explanation of South:
At the start of the fifth day and every five days afterwords, The mod will publicly announce the winner(s) of the APC Lottery. (But not what they win.)
To play the game, move your APC into one of the three available forests (top, middle or bottom).
The players in the row of forests with the least number of APCs are the winners.
Prizes scale upwards for being the sole winner.
Prizes are up to the Mod's discretion (I suggest tokens in the early game and abilities or helpers later on.)
Players that gain vision of the Megatank(through their APC vision) are not allowed to fire on it.

Explanation of South East:
Not intractable and serves to make some of the mods units much more difficult to kill.
Also prevents some stupid luck things that could happen in the South-most East area.

Explanation of South-most West:
At the start of the game, Mod will choose one player to be the Phantom anonymously.
The mega tanks in the SW corner will cover the non-phantom players factories and leave the phantom the whole SW quadrant to capture giving them an advantage.
Rivers around the factories prevent the phantom from building rockets and gaining vision of BM and bombarding that infantry.

Explanation of South-most East:
The SE corner contains the questing area.
The Mod recons will not attack the infantry here but serve as a blockade.
The mega tanks will move back at the cost of tokens. (See tokens appendix).

Main Map:
The map will normally start out as a eight-way free for all with the final goal of each player being to complete their roles victory condition.
Players are encouraged to form diplomatic groups as they try to complete their role's victory condition.
Players are allowed to interact with mod units however they would like however, the mod must follow specific rules listed here.

Main Map Mod:
The mod must immediately dive their central submarines.
No mod units can attack unless otherwise stated. (See tokens appendix).

~~~~~~~~~~TOKENS~~~~~~~~~~

Tokens Appendix:
Everyone starts with zero tokens and tokens can only be gained in four ways.
Those ways are:
1) Sitting on Mod Labs - (See notes below.)
2) APC Lottery - (See notes under Map - Explanation of South.)
3) Role Abilities - (See examples under Roles.)
4) Donation from Another Player - At any time, you may private press message the mod and choose to donate any number of tokens you have to another player.
Possible uses include diplomacy or throwing other players off your trail by randomly changing your token count.
You may choose to donate anonymously or allow the mod to include your country.
Mod will press message you when your token count changes.

Mod Labs:
At the start of the fifth day and every five days afterwords, any player with a unit on top of a mod lab will receive a token.
You may capture mod labs however this will prevent the mod from seeing who is on top of them and therefore turning off their ability to give players tokens.
Tokens will be recorded by the mod and will be sent to you in a private press message.

Token Purchases:
1 Token - SE Questing Area Purchase - Moves a Mod recon back two spaces. (You may use this ability on other countries but if you don't specify it will be assumed you use it on your own.)
NOTE: On the pocket edition map, each recon in your zone will instead move back one space each.
1 Token - Anonymous Mod Broadcast Message - Private Press Message the Mod, they will broadcast your message anonymously.
2 Tokens - Reconnaissance Scout - Mod private press messages you a link to an image of the mod's central piperunner's, recon's, and sub's vision range. (You may share the link freely if you choose to.)
2 Tokens - Mod Lab Information - The mod messages you with all information of the current units on top of all mod labs. Info includes: Country, Fuel, Ammo, Health and Unit.
3 Tokens - Activate Mod Piperunners - Message Mod a country. For the next five days, Mod piperunners will be allowed to attack units of that country. (You may choose to target your own country.)
3 Tokens - Helper Unit Purchase Log - The mod messages you with the purchase history of mod units of target country. (Includes day sent, where it was sent, and what unit was sent.)

Mod Helper Units - Message the Mod a country. Produces and sends the unit towards that country's base and only attacks that country's units. You may choose to target yourself.
2 Tokens - Mod Tank
2 Tokens - Mod Anti-Air
3 Tokens - Mod Battle Copter
4 Tokens - Mod Medium Tank
4 Tokens - Mod Fighter
5 Tokens - Mod Neotank
5 Tokens - Mod Bomber
6 Tokens - Mod Mega Tank

Mod helper units will be produced at the facility closest to their target.
Mod Helper units AI: Mod helper units will move towards the original start location of the target country until they die.
They will not attempt to refuel or repair and will attempt to attack the unit with the highest cost within Mod's vision.

~~~~~~~~~~ROLES~~~~~~~~~~

Roles are given to players at the beginning of the game, roles are random and are up to the mod's discretion to allow the correction of handicaps and to give each individual player a specialty.
The phantom will always receive the phantom role (but may choose to bluff their ability to try to fool other players into thinking they are not the phantom.)

Roles are private press messages on the mod's day one.
Roles are formatted as the following: (Examples Below)
*These examples include theoretical abilities, these are not the only possible roles and abilities are not locked based on what alliance your role is.*

Alliance: Evil (Phantom)
Win Condition: All players with the "Good" alliance are defeated.
Abilities: On day five, and every five turns afterwords, you may attempt to steal 1 to 6 tokens (at random) from another target country.

Alliance: Neutral
Win Condition: Survive long enough to see another player meet their win condition.
Abilities: You will be warned whenever a player sends a mod helper unit after you. (This will be a private press message including unit type and country who is sending it.)

Alliance: Good
Win Condition: All players with the "Evil" alliance are defeated.
Abilities: You have knowledge of all players token count. (This will be private press messaged to you at the start of each of the mod's turns.)

Alliance: Good
Win Condition: All players with the "Evil" alliance are defeated.
Abilities: You start the game with one token.

Defeating Players: A player is considered defeated when one of the following conditions is met.
1) The mod APC that is located by that players starting areas empty silo pad is destroyed. Note: This APC will not move.
2) An effect or ability of another player causes that player to be defeated.
3) That player leaves the game, resigns, or is booted by the system.
When a player is defeated, they will have two turns to say goodbye as the mod captures their headquarters.

I don't always copy paste these exact layouts for roles but this is a good example.
It is possible to have several phantoms in a game. If there is, they will share the South-most West corner.

~~~~~~~~~~MISC.~~~~~~~~~~

Phantom Domain Alpha: http://awbw.amarriner.com/prevmaps.php?maps_id=66452
Phantom Domain Beta: http://awbw.amarriner.com/prevmaps.php?maps_id=66497
Phantom Domain: http://awbw.amarriner.com/prevmaps.php?maps_id=67885
Phantom Domain Pocket Edition: http://awbw.amarriner.com/prevmaps.php?maps_id=69419

Press and Broadcasts are encouraged and you will have your tokens tracked for you by the Mod.

--Leave a comment with any questions you have!--

~~~~~~CHANGE LOG~~~~~~

09/04/16 - Pocket Edition Released. Waiting on large maps to hopefully be fixed to go back to original map.
09/12/16 - Fixed the Phantom area as the phantom could build a recon to learn about the west side of the questing area.
the-deadly-shadow (09/05/2016 03:34am):
I think OS HQ is missing, I would suggest putting the APC in the mainarea on forrests, so
you can“t strike them as easily as one does now.

Every player has FTA over one neighbour, while the other neighbour has FTA over the
player. However this in not true for AB and his neighbours. Another thing to consider for
FTA is the fact that AB can destroy units at labs at the end of day 4+5k and has better
chances to get the lab.
observerandhost (09/05/2016 08:57am | Edited: 09/07/2016 03:44am):
Whether a player taking turns first or later has a better chance of having the lab is something
to be discussed as the former has a terrian defense bonus while the latter can try to strike.

EDIT: The old edit is about the HQ, so don't care about it.
observerandhost (09/05/2016 09:00am | Edited: 09/07/2016 03:43am):
Also I forgot about it, but the possibility of OS having 10 towers seem to be huge.......

EDIT: Fixed with mod having 4 towers at the beginning
BountyFrog (09/05/2016 09:23am):
Guys, OS is not actually playing. He is more of a referee/game
master for the game... It says in the rules that he posted below.
ahanzhe1 (09/05/2016 09:37am | Edited: 09/05/2016 12:06pm):
OS's units (some of them)'ll be involved with the fightings in the top.
Unless no one purchases one.(which is unlikely)
So yes, less towers (about 4 or less) should be better. Since Javier's defense might be a problem after +40%.

And I assume the players shouldn't attack the recons, right?
And for the pipegunners, could the players attack them even if no one has activated them?
(since there's a rule said that no mod units can attack unless stated..)
Or should they not attack them at all?
---
Nevermind. I didn't read the part that says "players may interact with mod units however they want.".
observerandhost (09/05/2016 07:33pm | Edited: 09/07/2016 03:43am):
OS units did not disappear as the result of labs, but we need a secured one.

EDIT: Never mind
Urbani (09/06/2016 11:39am):
The OS HQ is under one of the mega tanks in the APC Lottery area. I will move it to somewhere more visible.
I'll also lower the number of towers for OS down to 4.
observerandhost (09/06/2016 07:18pm):
Weaker mod units on smaller maps? We will see how it goes.
Harmony Bunny (09/06/2016 08:19pm | Edited: 09/07/2016 06:18am):
Is the mod allowed to use his power? Cause a Javier megatank with +40% defence, immunity
against indirects and occasional invincibility for just 6 tokens seems a little bit underpriced imo.
Same for bombers and neotanks, goes without saying.

Nice idea by the way, and remarkably well thought concept. Not faultless but close.
Urbani (09/07/2016 12:25am):
The mod does not use his CO power unless another players ability makes him.
observerandhost (09/07/2016 03:42am):
Actually a lonely megatank possess little threat with its poor vision and lack of supply.
Urbani (09/07/2016 01:19pm | Edited: 09/07/2016 01:21pm):
Megatanks are a problem if they get deep enough into your territory to set up beside a factory. They are tough to
remove so most of the time you can try to stall it by throwing weakened infantry into its path or wasting its ammo on
weakened units and then it doesn't really pressure you anymore and just turns into a mildly annoying wall.

Most of the time on the pocket edition you should see when it spawns since it is really easy to obtain vision of the
mods spawn points and you will have a couple turns to prepare before it gets near your factory.
Nyvelion (09/09/2016 08:37am):
Neat, I was looking forward to another one of these. When ready to start a game on it, I'd
like to join.
Urbani (09/09/2016 06:44pm):
observerandhost is currently running the phantom domain maps so you might want to send a pm that way. I will be
rerunning phantom domains on the large map when and if the large map bug gets fixed.
ymouba (11/08/2016 02:14pm | Edited: 03/02/2022 09:12am):
Very nice game. I've been playing AW for years. but I've never expected that this game could be transformed to a more
enjoyable game.
the Phantom Domain game is the Best game i saw so far !
Well Done.
a9977321 (02/02/2017 10:10am):
The test game was deleted after booting occurred. However, it is clear that the
purchase list should be modified to encourge the use of mod units.
observerandhost (02/18/2017 11:54pm):
Currently this map has glitches as OS has 10 towers in all.
knocklok (05/07/2018 03:18pm):
I think the "neutral" player could have another conquest than the "good" and "evil" players, for
example, to win you need to destroy at least one "good" and one "evil" countries", or capture certain
amount of properties or tokens.
PWNHAMMER247 (05/10/2018 02:59pm):
wanna play this so bad
Raedel (03/13/2024 02:03am):
This is honestly the greatest minigame ever made for AW.

Feel like trying to make a hands on board game out of it so I don't have to try and run a game here.



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