OROBOROS HQ

Introducing....

Ouroboros is more than just a game; it's a whole system for building and playing conquest and strategy games with infinite diversity. Ouroboros starts with the core elements of standard strategy board games that involve cards, countries, dice and playing pieces or counters. To these elements, Ouroboros adds all the features offered by computer automation: AI players, network play, customizable UI and intuitive help. Then Ouroboros adds goodies like random events, development/technology trees, customized phases, unique turns and multiple currencies. All of these features are fully customizable in the Ouroboros Builder that allows you to create whole new worlds. Play one of the included games, download another player's game or make your own.

Worlds:
All Ouroboros games are based on World file that define the properties of each space or unit and also contain the graphics files and specific data for one or more Ouroboros games.

Games:
Games are specific maps, or arrangements of spaces and units along with any additional game related data, like AI states and the current turn. Because 'Games' refer to 'Worlds' for almost all graphics to data, they have a relatively small size and can easily be exchanged.

Turns:
Ouroboros supports unique turns, supporting either one time events or repeating sequences. This allows for scheduled reinforcements, or for varying rules based on the current 'season' turn.

Phases:
Each player round in a Turn is broken up into Phases as prescribed in the World. This allows the game creator to designate what order player actions happen. Ouroboros supports more possible phases that most games will require, including:

      • Combat Movement
      • Free Movement
      • Combat
      • Open Move & Combat
      • Fortification Movement
      • Revenue
      • Purchasing
      • Free Action
      • Development
      • Collect or Play Chance Card

Units:
Units are the key pieces in Ouroboros, and they have many diverse functions. Units are broken down into six distinct types: Armies Cities Objects Currency Chance Cards Technology Cards Each type has unique aspects, but all share the core 'Unit' data type, allowing the world's designer to build the exact unit needed for the World, specifying such elements as:

      • Name
      • Main Graphic
      • Counter or Icon Graphic
      • Detail or Rollover Graphic
      • Movement Points
      • Attack #
      • Defend #
      • Die
      • Cost
      • Armor
      • Lifespan
      • More!

Territories:
For the most part, Unit exist in Territories on the game map. These territories are instances of one of the World's Territory Types, but each 'map territory' hast he additional setting of what neighbors it is connected to, current state, and who currently owns the space. The Territory Type is referenced from the World file, providing data for that space, including:

      • Production
      • Movement Costs
      • Combat Effects
      • Occupancy Limit
      • Allegiance Level
      • More!