Forward Gondwana - Mechanics and Components

This page exists to go into detail about the mechanics and associated components of Forward Gondwana. Whenever the rules are created, they will just make reference to what is here.

Areas
The country of Gondwana will be composed of hexes of various types. While some scenarios will have fixed templates, Forward Gondwana will be designed to be playable with random generation schemes common to games like Settlers of Catan. Each hex will from this point be refered to as an 'Area'. Each area itself has four qualities and spaces that are important.
1) Area Type - This will be reflected by the general graphic of the hex and a small box with letter.
2) Leaders Spot - This will be a small circular spot where player allies will be stacked.
3) Support Spot - This will be a octagonal spot where a supporter dice will rest.
4) Militia Spot - This is where militias will sit.

Area Type
There are four general types of areas in Gondwana. Each signifies possibly different values in representation needed for the provisional government, supporter generation and militia support limitations.

Major Urban(Mu) - They must border at least two of any of these other area types; Major Urban, Urban, Suburban. - This represents the bustling major city centers of Gondwana. Expect a lot of power and support here. The capital, containing Colonel Zoran's palace, will be located in one of these.
Urban(U) - Have no placement requirements. - Represents moderately dense urban areas. Still provide lots of resources, but can be isolated.
Suburban(S) - Must be adjacent to an Urban, Major Urban area. - These neighborhoods contain lots of aspiring middle class citizens. Expect moderate levels of support.
Rural(R) - Have no placement requirements. - This could represent agricultural or resource collection areas. It can also represent sparser regions that still have enough people to matter. Besides important materials, these areas offer little besides political support to any faction.

Area Modifiers
There are also some modifiers that give additional bonuses or properties to areas.

Military Base - The army bases of Colonel Zoran. Represented by box with tank graphic.
Airfield - The air force operating fields belonging to Colonel Zoran. Represented by box with airplane graphic.
Airport/Seaport - Once the Colonel's military is inoperable, this can provide bonuses to factions who control it.
Oil/Copper/Daimonds - These resources, only found in rural areas, give factions who control them political power.

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