RISK
NES V
Alright, time for a twist. Mission Risk can be rather boring since no one knows how close anyone else is to winning, and different missions can be very varying in difficulty. Pure domination is one thing, it's better since everyone can see who is in the lead, and how close everyone is to winning. But the third option - Capital Risk - is an untried card that seems rather fun to me. So Capital Risk it is, see below for explanation.
There is one other twist however. These games tend to get lots of signups, and this game likely won't be an exception. I hate telling someone they can't play, so this game I won't. What's the secret then? Team play! I will let every faction in the game be run by a team of two people, who will alternate sending orders, and who may (and should) discuss tactics with each other. I'm hoping this will also make for a good learning experience, as discussion promotes thinking.
In the case of an odd number of signups of 15 or less, I will let someone play alone. Please indicate in your signup whether you'd prefer to play alone or in a team. If several people prefer to play alone, and there is room for it on the map, I will let them do so.
Still interested? Read on below and see how you can sign up. And read the rules before you do anything else.
Alright, time for a twist. Mission Risk can be rather boring since no one knows how close anyone else is to winning, and different missions can be very varying in difficulty. Pure domination is one thing, it's better since everyone can see who is in the lead, and how close everyone is to winning. But the third option - Capital Risk - is an untried card that seems rather fun to me. So Capital Risk it is, see below for explanation.
There is one other twist however. These games tend to get lots of signups, and this game likely won't be an exception. I hate telling someone they can't play, so this game I won't. What's the secret then? Team play! I will let every faction in the game be run by a team of two people, who will alternate sending orders, and who may (and should) discuss tactics with each other. I'm hoping this will also make for a good learning experience, as discussion promotes thinking.
In the case of an odd number of signups of 15 or less, I will let someone play alone. Please indicate in your signup whether you'd prefer to play alone or in a team. If several people prefer to play alone, and there is room for it on the map, I will let them do so.
Still interested? Read on below and see how you can sign up. And read the rules before you do anything else.
Spoiler SETUP :
The map setup and victory conditions are as follows:
For obvious reasons the game will be played in Simultaneous mode. All orders (Reinforcements, Battles, Tactical) will be sent and then acted upon
For obvious reasons the game will be played in Simultaneous mode. All orders (Reinforcements, Battles, Tactical) will be sent and then acted upon
Spoiler CAPITAL RISK :
The mission in Capital Risk is the same for all factions - defend your own capitol and capture those of the other factions. The exact number of other capitols you need to capture depends on how many factions that are in the game. If we play with eight factions (which seems likely) then to win you need to hold four (4) other capitols, as well as your own.
Capitol locations are chosen by the factions during the initial setup phase, and your choice should be PMed to me together with the initial reinforcement data. Think carefully where to place your capitol, you will need to defend it in order to win the game.
Note that you don't lose the game automatically if you lose your capitol. You can play on regardless, you will still get as many reinforcements based on the territories you own. The only problem with not owning your capitol is that you cannot win the game (and that it puts the one holding it closer to winning).
Capitol locations are chosen by the factions during the initial setup phase, and your choice should be PMed to me together with the initial reinforcement data. Think carefully where to place your capitol, you will need to defend it in order to win the game.
Note that you don't lose the game automatically if you lose your capitol. You can play on regardless, you will still get as many reinforcements based on the territories you own. The only problem with not owning your capitol is that you cannot win the game (and that it puts the one holding it closer to winning).
Spoiler REINFORCEMENTS :
Reinforcements are gained by the following formula: ((Total Territories) + (Largest Number of Connected Territories)) / 3. The "largest number of connected territories" is defined by the greatest concentrations of adjacent territories, including those linked by dotted lines.
Reinforcements are also gained for controlling continents, as indicated in Setup.
The number of reinforcements that may be placed into a specific territory cannot exceed the number of territories a player possesses directly connected to that territory, including that territory itself. As an example, if a player wishes to reinforce China, and has two territories attached to it (India, Mongolia) only three reinforcements may be placed in China. This does not apply for initial positioning. A player will always receive a minimum of 3 reinforcements so long as they have two connected territories or three seperate territories; if they have two seperate territories they will get 2, and if they only have territory they will get 1.
The number of reinforcements a given Army will receive will be indicated in the update.
Reinforcements are also gained for controlling continents, as indicated in Setup.
The number of reinforcements that may be placed into a specific territory cannot exceed the number of territories a player possesses directly connected to that territory, including that territory itself. As an example, if a player wishes to reinforce China, and has two territories attached to it (India, Mongolia) only three reinforcements may be placed in China. This does not apply for initial positioning. A player will always receive a minimum of 3 reinforcements so long as they have two connected territories or three seperate territories; if they have two seperate territories they will get 2, and if they only have territory they will get 1.
The number of reinforcements a given Army will receive will be indicated in the update.
Spoiler CARDS :
Set Value is required for Simultaneous play. Trade-in values are as listed below:
• 3 Infantry Cards: 4 Reinforcements
• 3 Cavalry Cards: 6 Reinforcements
• 3 Artillery Cards: 8 Reinforcements
• 1 of Each Card: 10 Reinforcements
Pertinent facts on trading in cards:
• Only given combinations of three cards will be accepted.
• Should a player have six or more cards and they have two valid sets they made trade both in on the same turn.
• Should any card a player exchanges depicts a territory they currently occupy, that player automatically gains 2 Reinforcements in the indicated territory.
• If a player should hold five or more cards, they must exchange a sufficient number to have less than five before the next Reinforcement phase.
• The number of reinforcements a player receives are bounded by the total number of troops they can support due to placement. If a player has an exceedingly small amount of territory, the quantity of reinforcements they receive from cards may be truncated.
Cards may only be utilized during the reinforcement phase.
• 3 Infantry Cards: 4 Reinforcements
• 3 Cavalry Cards: 6 Reinforcements
• 3 Artillery Cards: 8 Reinforcements
• 1 of Each Card: 10 Reinforcements
Pertinent facts on trading in cards:
• Only given combinations of three cards will be accepted.
• Should a player have six or more cards and they have two valid sets they made trade both in on the same turn.
• Should any card a player exchanges depicts a territory they currently occupy, that player automatically gains 2 Reinforcements in the indicated territory.
• If a player should hold five or more cards, they must exchange a sufficient number to have less than five before the next Reinforcement phase.
• The number of reinforcements a player receives are bounded by the total number of troops they can support due to placement. If a player has an exceedingly small amount of territory, the quantity of reinforcements they receive from cards may be truncated.
Cards may only be utilized during the reinforcement phase.
Spoiler BATTLE TYPES :
Battles are conducted in sequence utilizing the following order of priority:
• Border Clashes: Battles where the armies of two players have attacked each other's territory
• Mass Invasions: Battles where multiple armies attack a single army defending a territory
• Invasions: Battles where a single army attacks another single army which is stationary or attacking elsewhere
• Spoils of War: Battle between two players after a successful Mass Invasion for territory control
• Surge Attacks: Continued attack from a recently conquered territory.
It should be noted that only one surge attack can be issued per turn. Surge attacks are issued at the same time as other normal attacks and therefore cannot be conditional unless the conditions regard enemy placement strength.
• Border Clashes: Battles where the armies of two players have attacked each other's territory
• Mass Invasions: Battles where multiple armies attack a single army defending a territory
• Invasions: Battles where a single army attacks another single army which is stationary or attacking elsewhere
• Spoils of War: Battle between two players after a successful Mass Invasion for territory control
• Surge Attacks: Continued attack from a recently conquered territory.
It should be noted that only one surge attack can be issued per turn. Surge attacks are issued at the same time as other normal attacks and therefore cannot be conditional unless the conditions regard enemy placement strength.
Spoiler BATTLE RESOLUTION :
Individual battles are determined using the following system. A single D12 is used to calculate rolls. The D12 will be one of five colors depending on the number of units available. The colors and the number of units each is correlated to is as follows:
1 - 5 Units: White
6 - 10 Units: Yellow
11 - 18 Units: Orange
19 - 29 Units: Red
30+ Units: Black
Each color of die has different probability distributions, as given by the following chart:
Higher dice rolls will always win. In the event of a draw, the attacker will always win unless the battle is a Border Clash or Spoils of War in which case both Armies will utilize attacker rules and the result is a draw.
1 - 5 Units: White
6 - 10 Units: Yellow
11 - 18 Units: Orange
19 - 29 Units: Red
30+ Units: Black
Each color of die has different probability distributions, as given by the following chart:
Higher dice rolls will always win. In the event of a draw, the attacker will always win unless the battle is a Border Clash or Spoils of War in which case both Armies will utilize attacker rules and the result is a draw.
Spoiler TACTICAL MOVEMENTS :
At the end of a combat round a tactical movement from one territory may be executed. Only one territory may be the origin of the tactical movement but there may be several destinations.
The number of forces that may tactically reinforce a territory is limited and is the same as the number of units that may normally reinforce that territory.
The number of forces that may tactically reinforce a territory is limited and is the same as the number of units that may normally reinforce that territory.
Spoiler ALLIANCES :
Alliances may be either public or private. No guarantees of trust are made by the moderator.
Spoiler DEADLINES :
Order Deadlines will be posted at the end of the update.
Spoiler UPDATES :
Updates will be composed of the folllowing information.
• Reinforcement: Displaying all updated positions
• Attacks: Displaying all combat movements and their results, except surge attacks.
• Resolved: Displaying final positions after combat has been resolved
• Final: Displaying final positions after tactical movement
• Reinforcements: The number of reinforcements each Army receives.
• Offenses: Any rule violations or orders which are impossible to execute for non-obvious reasons will be pointed out
• Comments: Any pertinent information players should know, or simple commentary from the mod
• Deadline: The time of the next deadline
Additional information may be provided at moderator discretion.
• Reinforcement: Displaying all updated positions
• Attacks: Displaying all combat movements and their results, except surge attacks.
• Resolved: Displaying final positions after combat has been resolved
• Final: Displaying final positions after tactical movement
• Reinforcements: The number of reinforcements each Army receives.
• Offenses: Any rule violations or orders which are impossible to execute for non-obvious reasons will be pointed out
• Comments: Any pertinent information players should know, or simple commentary from the mod
• Deadline: The time of the next deadline
Additional information may be provided at moderator discretion.
Spoiler ORDERS :
The title of your orders PM will contain the full serial of the game (RiskNES V), your Army color, and the turn number. Your orders should be clear, relatively concise, and pertinent to the ongoings. It is suggested you utilize bold codes to emphasize important pieces of information. If I find your orders unsatisfactory, I will tell you so, and suggest improvements. You will specify numbers for your placements and attacks, or else they will assumed to be at maximum. If your orders do not follow the rules as outlined, they will be interpreted as necessary to accomodate the rules.
An example of sufficiently detailed orders is as follows:
An example of sufficiently detailed orders is as follows:
Spoiler :
Card trades:
No cards available.
Reinforcements:
19 total (max unless specified):
Attacks (all at max unless specified):
Tactical movements:
Conditional, in order of priority
No cards available.
Reinforcements:
19 total (max unless specified):
- Ukraine
- Middle East
- Peru
- Brazil
- Ontario
- Iceland
- North Africa (the last 1)
Attacks (all at max unless specified):
- Brazil -> Venezuela
- Peru -> Argentina (2)
- Peru -> Venezuela
- Ontario -> Greenland
- Iceland -> Greenland
- Ukraine -> Ural (4)
- Ukraine -> Afghanistan
- Middle East -> Afghanistan (6)
- Middle East -> India
- India -> China (surge)
Tactical movements:
Conditional, in order of priority
- If I lost Ukraine but own Afghanistan, and won China, move survivors from China to Afghanistan.
- If I still own Ukraine and also own China and India, move units to equalize between the two.
- If Iceland is still mine but not Greenland, move all units from Scandinavia to Ukraine.
- If Ukraine is still mine, move all units from Scandinavia to Ukraine.
Spoiler PLAYERS :
This game can support up to eight (8) factions, with a minimum of two (2) required. As noted above I will utilize teams for this game, which increases the number of valid players to sixteen (16). The agreement is fairly simple: if you want to play you had damn well better send orders, and send them on time. Thlaylism / MjMism will not be tolerated. I will not require a EULA like Symphony D. did, you know what happens anyway. Two strikes and you're out.
Spoiler GENERAL STRATEGY :
Simultaneous Risk does not play exactly the same as normal Risk. There are several key differences that must be kept in mind. A few general pointers are included to assist new players in making the transition:
• Larger Is Generally Better: As can be deduced from the dice rules utilized, having a bigger force is generally wise as it vastly improves the dice odds afforded to an attack, both on attack and defense. For that reason, it is generally a wise move to assemble larger armies.
• More Is Generally Better: Similarly, Mass Invasions--that is, attacks from multiple territories into a single enemy territory--are also good ways to improve odds. Two Armies of 1 Unit have two seperate rolls as opposed to a single Army of 2 Units, which only gets one, effectively doubling your odds of victory. Due to placement restrictions and the limit on the number of tactical moves, Mass Invasions are also often the only way to pool forces into the larger sorts of Armies and gain high die advantages.
• Offense is Always Stronger: Much as in normal Risk, offense is generally always in a superior position as regards odds. In the case of Simultaneous Risk, because the attacker will (except in Border Clashes) always win a draw, the attacker is almost always in an equal or superior position unless outnumbered or facing multiple avenues of attack.
• Lines of Defense and Counterattacks are King: Due to placement restrictions it is often the case that outer border territories are often hard to reinforce and only capable of receiving a token number of forces; making them potentially weak. It is therefore often prudent to construct a secondary line of defense with excess forces (if available) in multiple adjoining territories. If the enemy achieves a breakthrough, these forces can be pooled into a Mass Invasion to retake the territory and be assured of holding it, and potentially to press on.
• Larger Is Generally Better: As can be deduced from the dice rules utilized, having a bigger force is generally wise as it vastly improves the dice odds afforded to an attack, both on attack and defense. For that reason, it is generally a wise move to assemble larger armies.
• More Is Generally Better: Similarly, Mass Invasions--that is, attacks from multiple territories into a single enemy territory--are also good ways to improve odds. Two Armies of 1 Unit have two seperate rolls as opposed to a single Army of 2 Units, which only gets one, effectively doubling your odds of victory. Due to placement restrictions and the limit on the number of tactical moves, Mass Invasions are also often the only way to pool forces into the larger sorts of Armies and gain high die advantages.
• Offense is Always Stronger: Much as in normal Risk, offense is generally always in a superior position as regards odds. In the case of Simultaneous Risk, because the attacker will (except in Border Clashes) always win a draw, the attacker is almost always in an equal or superior position unless outnumbered or facing multiple avenues of attack.
• Lines of Defense and Counterattacks are King: Due to placement restrictions it is often the case that outer border territories are often hard to reinforce and only capable of receiving a token number of forces; making them potentially weak. It is therefore often prudent to construct a secondary line of defense with excess forces (if available) in multiple adjoining territories. If the enemy achieves a breakthrough, these forces can be pooled into a Mass Invasion to retake the territory and be assured of holding it, and potentially to press on.
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