
Hello and welcome to RedRISK. Technically RedRISK 2, but let's forget that.
This game is a spiritual successor to the SonRISK games run by Sonereal, now Scarlet King, back in 2011. Unlike the original SonRISK game, RedRISK will be taking two steps towards the original inspiration and be using a wonderfully redone version of the original Risk map, made by Civ’ed. Along with this, RedRISK would also be using a modified version of the Risk rules with the most notable changes being joining rules and victory cards.
RedRISK is intended to be a simple war game so the player-base of NESIOT can let off some steam. I take no responsibility for any additional steam caused by loss, betrayal, or anything else.
Now then, let’s go over the rules.
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Joining
To join, I need the following information.
Name:
Starting Territory:
Color:
And that is it. Feel free to add anything else you desire. You can make your sign up as simple or as long and even as serious or as silly as you want. Just don’t make it too silly for even IdIOT.
Special Note: All players start with five units in their starting territory.
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Reinforcement
At the start of every turn players get additional units equal to their number of owned provinces divided by two. You can never earn less than three per turn, even if you only have one territory. This is up from divided by three in the original Risk. This is to accommodate the fact that the number of players is likely to be larger than the largest a Risk game uses, six. Select what territories are receiving reinforcements and how many. Units are available the turn you build them. Keep that in mind when ordering an attack.
Additionally, you earn a bonus for controlling an entire continent. The table for the bonuses is below.
N. America | 5
S. America | 2
Europe | 4
Africa | 3
Asia | 7
Australia | 2
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Movement
To move your units, simply say the name of the province they are moving from, the number of units you are moving, and the province they are moving to. The destination can be anything from a friendly province, an unclaimed province, or an enemy one.
Two special notes on movement. First, there must always be one unit in a claimed territory. You can never move all the units out of a territory. Second, there are no sea provinces. Instead, units move across sea lanes noted by the white dots.
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Warfare:
As this is a war game, it is inevitable a battle will happen. When one does, both sides roll dice. Both sides roll up to two or three dice, two for the defender and three for the attacker, for the armies they have. The highest rolls are compared against each other, along with the second highest, and a unit is lost for each roll lost. Then each side rolls again, until one of the sides runs out of units. The survivor is declared the victor, and either takes the territory or successfully defends it.
Example: Green is attacking Blue. Green has four units, blue has three. On the first round, Green rolls a 6, 3, and 2. Blue rolls two 4s. Green wins one roll while blue wins the other, both sides lose a unit. Next turn, Green rolls 5, 5, and 2, and Blue rolls a 2 and 1. Blue loses two units, and Green takes over Blue's territory.
Special note: Ties are always decided for the defender.
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Order Processing
Order Processing is done in three phases, reinforcement, movement, and warfare.
Reinforcement takes place first and movement second, warfare last. Movement and warfare orders are processed in the order the orders are sent. Thus if Player A and Player B both move to an unclaimed territory, and Player A sent orders first, Player A acts as the defender and B as attacker.
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Victory Cards
Upon taking an enemy territory a player receives a victory card. Victory cards can be one of four types, infantry, cavalry, artillery, or wild card. Victory cards can be redeemed for bonus units in three different ways. Either you have three of a kind, one of each non-wild card card, or two other cards plus a wild card.
The bonus units start at 8 units and increase by two every time Victory Cards are redeemed.
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Victory
The games ends in one of two ways.
The first, and probably most likely, is when activity dies to where I am unable to continue the game. When that happens I end it and whoever had the most territory at the time is declared the victor.
The second, and hopefully the one that happens, is when one player controls 66% of the map (30/45) and the players vote to end it. That player is then declared the victor.
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Frequently Asked Questions
Any questions commonly asked or clarifications needed will go here.