Winds of Jupiter

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Winds of Jupiter
Designer: Red Baron
Type: Novelty, Fog, Blind-At-Once
Countries: 71 (Large)
Board Info
Reviews Launch Game
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Winds of Jupiter is a global conquest game set in the atmosphere of the planet Jupiter. It is an 'expert-level' Warfish game, since it requires familiarity with a number of advanced and underutilized Warfish design features such as blind-at-once play, fog, modified borders (damage dice), and one-way paths. As such, it is not really suitable for novice players, and is intended more as a novelty game for the adventurous Warfish veteran.

[edit] Background

The gameboard is a mosaic photograph of the planet Jupiter projected onto a rectangular plane. The brownish-orange bands on this projection are known as 'belts' and the white bands 'zones.' Each band is associated with a wind velocity. These bands, from north to south, are:

  • A. North Polar Region (doldrums)
  • B. North North Temperate Belt (east)
  • C. North Temperate Zone (west)
  • D. North Temperate Belt (doldrums)
  • E. North Tropical Zone (fast east)
  • F. North Equatorial Belt (doldrums)
  • G. Equatorial Zone (fast east)
  • H. South Equatorial Belt (east)
  • I. South Tropical Zone (doldrums)
  • J. South Temperate Belt (west)
  • K. Great Red Spot (counterclockwise, doldrums in center)
  • L. South Temperate Zone (doldrums)
  • M. South South Temperate Belt (east)
  • N. South Polar Region (doldrums)

For further information see the Wikipedia page on Jupiter's cloud layer

[edit] Graphic Symbols

Colored lines and arrows are used to denote the wind effects, which are modeled by damage dice.

  • Dotted gray lines indicate doldrums. Neither attacker nor defender are favored, and there will be a 'molasses' effect slowing the action.
  • Purple arrows indicate an attack advantage in the direction of the arrow. The attacker has a tail wind.
  • Red arrows indicate an extreme attack advantage. The attacker has a strong tail wind.
  • Gray arrows indicate a wind-neutral attack. Neither attacker nor defender has a dice advantage, but there is no 'molasses' effect as in the doldrums.
  • Lavender arrows indicate a defender advantage. In this case, the defender has a better tail wind than the attacker.

Wind speed at a position is indicated by shape. Octagons represent doldrum regions, teardrops windy regions, and stretched teardrops 'typhoon' regions. The blunt end of a teardrop always points in the direction of the wind.

Teleporting stations are indicated by the white 'star' shapes. These stations allow units to move between north and south poles.

The numeric band on the right edge of the graphic is provided as a reference for the point values of the bands.

[edit] Warning

Unlike most games, changing the default settings for this game is NOT recommended. It took about five months of testing to find a configuration that did not result in a stalemate game, and even then it was necessary to add fog to make doubly sure games would end after a reasonable time. Change settings at your own peril!

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