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Risk Game - Sign Up / Interest?

Discussion in 'Forum Games' started by PeteAtoms, Jun 11, 2010.

  1. PeteAtoms

    PeteAtoms FormulaRandom

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    A long time ago I started a thread to get a game of Risk II going using my copy of the PC game. It pretty much died because I got sidetracked with other things. But I've been working on a better way to handle a Risk game in this play-by-post/email medium.

    I've got a lot of stuff organized in spreadsheets to keep track of pretty much everything and to carry out battle resolution. I borrowed a lot of the rules from the existing game (boardgame and the PC game) along with a lot of stuff from BoardGameGeek.

    I have a lot of it done but there are two main problems I am having.

    1) I have not done a play test, so the first game will probably go slower than I would like.
    2) I can't find a half-way decent map to use. I have some of the classic board game split into the territories, but I want one that has the additional 6 territories introduced in Risk II.

    Here are the rules I've written up. Take a look, see if you like. Make suggestions or ask for clarifications, etc.
    These rules are subject to change. I may let us ignore a lot of the rules if it starts to slow down gameplay.
    Consider them a guideline or a direction that the game will take.

    Spoiler Rules, Rules, Rules... :


    The Map​

    The playing board is a map of six continents, each subdivided into several territories. The total number of territories in RISK II is 48, as opposed to the 42 territories in standard RISK. Each continent is a unique base color and contains from 5 to 12 territories. Here are the new territories, and the continent to which they correspond.

    Hawaii → North America
    Oikiqtaluk → North America
    Svalbard → Europe
    Falkland Islands → South America
    Philippines → Australia
    New Zealand → Australia

    There are also new connections between territories.

    Oikiqtaluk connects to Greenland, Quebec, Ontario, and Northwest Territory.
    Hawaii connects to the Western United States and Japan.
    The Philippines connects to Indonesia and Japan.
    New Zealand connects to Eastern Australia and Argentina.
    The Falkland Islands connect to Argentina and South Africa.
    Svalbard connects to Greenland and Scandinavia.

    Pre-Game Territory Allocation and Deployment​

    First, players count out a number of his/her armies for initial deployment, according to the number of players in the game.

    3 players 35 armies
    4 players 30 armies
    5 players 25 armies
    6-8 players 20 armies

    Random Allocation is going to be the fastest, easiest and most efficient way to allocate beginning territories. I will be allocating the territories randomly by computer assisted random functions and present the allocated map publicly to all players. At this point, public or private/PM's may be sent between players to create pacts, treaties or any other honorable/backstabbing diplomacy. Each player will PM me their troop deployment orders which will be revealed to all in an update once all orders are recieved.

    Risk Cards​

    Players acquire a Risk Card by conquering enemy territories. When a turn is played and a territory is conquered, the conquering player automatically receives a Risk Card. Conquering more than one territory still only warrants the award of one Risk Card. If no territories are conquered, no Risk Cards are awarded.

    Cards are exchanged for more troops during the Reinforcement Phase. Cards are turned in by sets of 3. Each card depicts a territory corresponding to one on the map and a kind of unit (Infantry, Cavalry, Artillery). There are a total of 50 cards (16 Infantry, 16 Cavalry, 16, Artillery, 2 Wild). A Wild card depicts all 3 types of units and can be used as any kind in sets. A set is composed of 3 of the same kind of unit or 1 of each (Wilds substitutes for any kind).

    The number of units recieved for the set traded in is determined by how many sets have been traded in so far in the game. The formula is N+4, where N refers to the nth set (If you are turning in the third set, you recieve 7 reinforcement units).

    If a player conquers another player, the conquerer reaps the defeated's cards. If by collecting a fallen opponents cards a player has 5 or more cards, a set must be turned in the following reinforcement phase.

    The Game Turn​

    Each turn of the game is comprised of four phases: Diplomacy, Reinforcement, Battles, and Tactical Moves.

    The Diplomacy Phase
    The Diplomacy Phase is the part of the game where players are able to strike alliances and other such deals that may be beneficial to them in the later phases of the game. Diplomacy can be conducted publicly or secretly between the players. The advantages and disadvantages of each option is fairly obvious. Backstabbing, breaking deals or other dishonourable actions are not against the rules of the game itself, but make the game much more exciting.

    Because of the play-by-post nature of this medium of gameplay, I will not specifically declare the beginning and end of diplomacy phases. All can be done behind the scenes between players without the need for much moderation. At the beginning of each new turn, I will simply skip onto Reinforcement and carry on as if the Diplomacy phase has been carried out and is done with. I will however wait for players who let me know that deals are still being negotiated.

    The Reinforcement Phase
    The Reinforcement Phase is when I let each player know how many new units their army has generated, than wait for all players to submit their orders for the placement of these units. This is also done in secret and I will reveal an updated map reflecting the new troop strengths.

    The number of reinforcement units is computed as follows:
    ([X + Y]/3) + Z *
    X = Total number of territories held by player
    Y = Number of territories comprising the player's largest connected empire
    Z = Continent bonuses, Risk Cards
    *When dividing by 3, drop the remainder.

    Risk cards can also be turned in at this time (include these orders with your reinforcement orders). A player may never hold 5 or more Risk Cards after this phase, and a set must be turned in. Players may strategically choose to hold Risk Cards for later turns as long as s/he has less than 5.

    Restrictions on Reinforcements --> You may only reinforce a territory by the number of owned adjacent territories plus the territory itself. (1 + Owned Adjacent Territories).

    After the updated map with reinforcements is revealed, players can continue negotiations but also start thinking about the Battle Phase.

    The Battle Phase
    Attack orders are sent in secretly and simultaneously by each player after the updated reinforcement map has been presented. Orders should contain clear and obvious language that leaves no ambiguity of intent. Clearly point out:

    1) From which territory you are attacking from,
    2) With how many units,
    3) And into which adjacent enemy territory.

    Example:
    To attack two different territories from Hawaii
    Hawaii --> 4 Units --> Japan
    Hawaii --> 5 Units --> W. United States

    I don't care how the information is relayed to me, as long as it is clear and understandable. The above is just an example format.

    Players may change their minds about attack orders. If you are sending new orders, please include all information. Even if you are adding or amending a minor detail, include all information as if the first orders were never sent. I will not try to mesh the two sets of orders together, I will only use the latest orders sent.

    There are 5 different kinds of conflict that take priority and order of play:
    1) Border Clashes
    Head to head battles in which two armies are invading each other's territories.

    2) Mass Invasions
    Multiple army attacks against an army defending a single territory. If multiple armies are attacking a defender, each attacker individually deals the same amount of damage to that defender. In other words, if three armies are attacking a territory, and the number of casualties inflicted per roll is two (see “Casualties” below), then for each attacking army that defeats the defender, two casualties are dealt. For instance, if all three of the attackers defeat the defender, the defender suffers a loss of six units. If only one attacking army defeats the defender, the defender only suffers two casualties. If the defender rolls a higher number than all three attackers, then two casualties would be dealt to each of the three attacking armies, totaling six casualties.

    3) Invasions
    Single army attacks into the “back door” of a territory that has its occupying army either stationary or attacking away from the invading army into another territory. If the territory under attack is using any of its armies for an attack away from the invading army, those armies are not used to defend the territory, and the die rolled only reflects the number of armies that have stayed behind to defend.

    4) Spoils of War
    A fight between different players after a joint mass invasion. In other words, if the armies of separate players jointly attacked a third player’s territory and defeated him/her there, they then would have to battle each other to determine who gains control over that territory. All players involved roll as attackers, and all rules that apply for mass invasions (with multiple armies belonging to the same player) apply here. Whoever wins this battle then obtains the contested territory.

    5) Surge Attacks
    An army that has been ordered to charge through a single territory. If successful in that battle, the army then moves on to challenge a second hostile territory. During surge attacks, any further conflicts are resolved in the same order (i.e. surge border clashes, mass surge attacks, etc.). A player is allowed only one surge attack per turn.

    During the course of a battle, often a player will not have as many armies as he/she anticipated, i.e. a border clash preceding an invasion or a pricey victory followed by a surge attack. If this happens, all available armies from the planned number go on with the attack (minus one which must stay behind and defend the newly conquered territory). So if a player planned on invading territory X from Y with 10 armies, but a victorious but costly border clash leaves him with only 4 armies, 3 continue on with their attack as the original 9 (minus the defender) were originally ordered to.

    The Tactical Moves Phase
    After all battles have been conducted, an updated map will be presented and players can than decide to use or not use this opportunity to move units.

    Once all battles have been resolved, players are given the option of a tactical move. Players can transfer battalions from one and only one territory to any or all friendly neighboring territories. This can only be done from a territory linked to another by a border or dotted line. The receiving territory may only accept the same number of armies as it would under the reinforcement rules (see above). In other words, if a territory only has two neighboring friendly territories, it may only accept three armies during the tactical move phase―one for itself and one for each of the friendly neighboring territories.

    Risk cards will also be awarded to players who have successfully conquered a territory during this phase.

    Dice and Combat Resolution​

    This game will be using the same dice mechanic as seen in the computer version of Risk, Risk II.
    There are 5 different flavors of dice, White, Yellow, Green, Red, and Black.
    All of the dice are 12 sided, and each face contains a value between 1 and 6. The frequency of the face values differ between each die. The dW (white die) favors low numbers and the dB (black die) favors higher numbers.

    dW (White Dice)
    Faces 1-1-1-1-2-2-2-3-3-4-5-6
    Average 2.6
    Units 1 - 5
    Casualties 1

    dY (Yellow Dice)
    Faces 1-1-2-2-2-2-3-3-4-4-5-6
    Average 2.9
    Units 6 - 10
    Casualties 2

    dG (Green Dice)
    Faces 1-2-2-3-3-3-4-4-4-5-5-6
    Average 3.5
    Units 11 - 18
    Casualties 3

    dR (Red Dice)
    Faces 1-2-3-3-4-4-5-5-5-5-6-6
    Average 4.1
    Units 19 - 30
    Casualties 4

    dB (Black Dice)
    Faces 1-2-3-4-4-5-5-5-6-6-6-6
    Average 4.5
    Units 31+
    Casualties 5

    Resolving Conflicts
    1) Assign each army involved a die based on each army's size and the casualty level of the conflict (1 - 5) is determined by the weakest die involved.
    2) Each army rolls their die, high beats low (ties go to ATTACKER).
    3) If the defender rolls higher than all of the attackers, each attacker loses units (based on casualty level).
    4) If any of the attackers roll higher than the defender, only the defender loses units (based on casualty level) and none of the attackers suffer losses.
    5) Battle concludes when either the attacking force or the defending force is defeated (reduced to zero).
    6) If the attacking armies belong to different players, a Spoils of War conflict will be conducted to determine who takes ultimate ownership of the territory (only one army will survive).

    Examples
    1) 3 attacking forces are converging on a defending territory. All 4 forces are using white dice, so the casualty level is 1. Each attacker rolls less than the defender, each attacker loses one army.

    2) 3 attacking forces, 2 are dY and 1 is dR. The defender is using a dG. The casualty level is 2 (determined by the lowest, in this case YELLOW). The defender beats one of the Yellow attackers, but loses to a Yellow and the Red. The defender loses 4 units (casualty level 2, 2+2=4). The attacker that rolled under the defender suffers no losses.

    3) Armies from three attacking territories again converge on a defender, all rolling with white dice. All three attackers roll lower than the defender. The defending army takes no casualties and instead destroys one battalion from each of the three attacking armies (as determined by the casualty level, 1). Had all the forces involved been rolling with black dice, each of the attacking armies would lose 5 units.

    Should an army suffer sufficient losses, the die color/type representing that army should correspond to the appropriate threshold. So if two armies of dB (black dice) were to duke it out, one or both them will go through each of the different tiers of dice.

    Battles cannot be stopped, there are no retreats, such is the reality of playing by forum posts and simultaneous gameplay.
    UPDATE 1
    Spoiler :
    PRE-GAME
    Round 0



    As you can see, Zack and mgsmuhammad have 9 territories, while the others have 10. They will be compensated by beginning with 1 Risk Card.

    Begin your private/public negotiations (or not), and PM me your deployment orders when you are ready.

    Each of you began with 25 troops. I have already placed 1 troop in each of your beginning territories. So decide where you would like to place your remainder.

    Zack - 16 troops to deploy
    mgsmuhammad - 16 troops to deploy
    Nictel - 15 troops to deploy
    landlubber - 15 troops to deploy
    civplayah - 15 troops to deploy

    After the initial deployment of troops, I will reveal the new map and we will begin the first phase (Reinforcement) of Round 1.

    UPDATE 2
    Spoiler :
    Round 1 - Reinforcement Phase



    0) Stars represent player capitals.
    1) PM's will be sent informing players how many units they receive this round.
    2) Respond to the PM with where you would like your reinforcements.
    3) An updated map will be revealed once all players submit orders.
    4) Battle Phase will begin after map update.
    5) Remember that there is no "Diplomacy Phase," because I assume that negotiations are handled between players behind the scenes.


    EDIT/UPDATE/REMINDER

    I'm not going to enforce one of the official rules I put in the OP. Officially, a player has a limit to the number of reinforcements that can be placed per territory (based on surrounding territories). But since this game is a my first, I won't be a stickler about it.
    Also, I want to repeat that the objective for this game is to capture 2 enemy capitals and retain your own, for an entire round.

    UPDATE 3
    Spoiler :
    Round 1 - Reinforcement Phase Field Report



    Battle Phase

    1) Please submit invasion orders in simple/straight-forward language. Identify the territory units are coming from, which territory the units are invading, and the number of units you are committing.

    2) Remember that you can invade as many adjacent territories from a single territory as you want. But you can never leave a territory with less than one unit! You can also combine armies from more than one territory as a MASS INVASION!

    3) Units are committed once an invasion has begun, there are no retreats, and there is no mercy :p

    4) If you have any questions about rules, battle resolution or this phase, please feel free to ask. PM me, or if you feel a question/answer would benefit others, ask in the thread (if you feel I haven't explained something well enough, I could be overlooking something :D )

    EDIT
    Tip: If you are wondering about where other players reinforced their territories, you can download the two maps and alt-tab between them in full screen, this makes it obvious where the numbers change :D (You can also do this by looking/switching between them in browser tabs)
     
  2. civplayah

    civplayah phantasm

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    I'll play.
     
  3. Double A

    Double A ♫We got the guillotine♫

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    Gaaaah too confusing, can't we just play Diplomacy instead?
     
  4. PeteAtoms

    PeteAtoms FormulaRandom

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    Well let me know what you think about this map so far. I don't have the territories labeled, but I have the general locations and connections down.

    It's also a fairly large pic (2.7mb, 2000x1000).
    I'm having a hard time putting all 48 territories onto anything much smaller than this unless we can leave out the territory connections (people would have to have them memorized). Especially in Europe. I'll keep thinking of something smaller/simpler.

    Here's da link.

    EDIT: And I just noticed two missed connections to southern Europe.


    The idea here is that I would fill each circle with the color of each player/army and with a number to represent the number of units garrisoned there. Thoughts?


    2nd Edit:
    Here is the same map, half the size, different file type, and fixed connections to southern Europe. It looks like its big enough, as long as the numbers are readable, I think this is the map I will go with unless someone points out a serious flaw or has an alternative.

    Also, still no labels for the territories.... deal breaker?

    Link to Map
     
  5. Double A

    Double A ♫We got the guillotine♫

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    Why isn't there a line from Madagascar to Oz?
     
  6. mgsmuhammad

    mgsmuhammad Resident Stalker

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    So that you can turtle whilst abandoning all other territories. :p

    Then you can spend the entirety of the rest of the game RP'ing as His Eminence, the President of Madagascar. :lol:

    The different coloured die thing sounds confusing but, nonetheless, i'm in. :)
     
  7. landlubber

    landlubber Scottish Nationalist

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    I'm in.
     
  8. PeteAtoms

    PeteAtoms FormulaRandom

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    The territories and connections you see on the map are taken straight from the PC version of Risk II. We can add a connection there if you want, but I don't think it would make much historical or strategic sense. The bonuses associated with owning a whole continent take the # of territories and connection within the given continent into account. I'm not against adding a connection there if you want (and no one else minds), I just don't know what impact it would have on strategy.

    I agree that the combat resolution system seems a little too difficult to grasp right away, especially when you should take it into account when you choose to invade.

    The rules in the OP are meant to replicate or simulate as close as possible the Same Time Risk game found in the PC game, "Risk II."

    I could make it much simpler if no one cares.

    Instead of using the crazy battle dice system of 5 different kinds,
    I could just generate a random number for each army and compare them, reducing the loser's force by one or all units.

    Example:
    Player A invades Player B. A's force is 23 strong, B's defending force is 12. Army A generates a random number between 1 and 23, while force B generates a number between 1 and 12. The results are compared and the loser's force is reduced by one. The next roll for the invasion would be A's (1-23), and B's roll (1-11).

    Or we could just say that B loses all their forces by a single roll. This would make things a lot faster.


    UPDATE

    I am rewriting the rules to make them simpler and easier to understand, but still keep the Same Time feel and strategy.

    I am also working on putting labels onto the different territories on the map. It's tough to fit it all on there while keeping it readable and not mess up the visibility of territory connections.

    Still working on it though. Looks like there are at least 3 people ready to go. 4-5 would be good, but if no one else comes we can start as soon as I update the rules and finish the map.


    UPDATE 2

    Here is an updated map. Larger in size, but now includes 3 letter abbreviated labels for territories and has the connections intact. Still working on a new set of rules. Almost ready though.

    Link to new map.

    EDIT: And just noticed a missing connections between Brazil and North Africa, will fix...
     
  9. PeteAtoms

    PeteAtoms FormulaRandom

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    Well, I've finalized the map, hope its readable. I added a legend at the bottom to decipher the different abbreviated territory labels.

    Still humming and hawing over the rules. Things are getting close to being finished though.

    We still only have 3 confirmed players. If you want to tell me a color you would prefer your army to be, let me know, or I will just assign you one.
    Please make simple/bright color selections (Green, blue, red, turquoise, yellow, orange, violet, etc).

    Link to finished map.
    *I can increase the size of the legend if it is unreadable.
     
  10. landlubber

    landlubber Scottish Nationalist

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    I'll be blue.
    And, no, the legend is not unreadable.
     
  11. civplayah

    civplayah phantasm

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    I'll take white.

    I can read the legend, but could you make it a tad bigger?
     
  12. Zack

    Zack 99% hot gas

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    lol the map is a bunch of strip clubs?
     
  13. mgsmuhammad

    mgsmuhammad Resident Stalker

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    Pink.

    Oorah. :cool:
     
  14. Nictel

    Nictel Emperor

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    I'm in! :mischief:
     
  15. PeteAtoms

    PeteAtoms FormulaRandom

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    Omg, it took me a reeeally long time to figure out what the heck you were talking about :D But yeah, the X's are just place holders for where the numbers will go (# of units).

    Any color preference?
     
  16. Zack

    Zack 99% hot gas

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    All the strip clubs will be mine!
     
  17. Nictel

    Nictel Emperor

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    I'll take the colour of the next world champions!
     
  18. Zack

    Zack 99% hot gas

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    The color of the blood of my victims!
     
  19. civplayah

    civplayah phantasm

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    :lol:
     
  20. PeteAtoms

    PeteAtoms FormulaRandom

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    PRE-GAME
    Round 0



    As you can see, Zack and mgsmuhammad have 9 territories, while the others have 10. They will be compensated by beginning with 1 Risk Card.

    Begin your private/public negotiations (or not), and PM me your deployment orders when you are ready.

    Each of you began with 25 troops. I have already placed 1 troop in each of your beginning territories. So decide where you would like to place your remainder.

    Zack - 16 troops to deploy
    mgsmuhammad - 16 troops to deploy
    Nictel - 15 troops to deploy
    landlubber - 15 troops to deploy
    civplayah - 15 troops to deploy

    After the initial deployment of troops, I will reveal the new map and we will begin the first phase (Reinforcement) of Round 1.

    Spoiler Rules :
    Pre-Game Territory Allocation and Deployment
    First, players count out a number of his/her armies for initial deployment, according to the number of players in the game.

    3 players 35 armies
    4 players 30 armies
    5 players 25 armies
    6-8 players 20 armies

    Random Allocation is going to be the fastest, easiest and most efficient way to allocate beginning territories. I will be allocating the territories randomly by computer assisted random functions and present the allocated map publicly to all players. At this point, public or private/PM's may be sent between players to create pacts, treaties or any other honorable/backstabbing diplomacy. Each player will PM me their troop deployment orders which will be revealed to all in an update once all orders are recieved.

    There are 48 territories. So in the case that the number of territories do not evenly divide among the players, players starting with less territories will be given a beginning Risk card.

    Risk Cards
    Players acquire a Risk Card by conquering enemy territories. When a turn is played and a territory is conquered, the conquering player automatically receives a Risk Card. Conquering more than one territory still only warrants the award of one Risk Card. If no territories are conquered, no Risk Cards are awarded.

    Cards are exchanged for more troops during the Reinforcement Phase. Cards are turned in by sets of 3. Each card depicts a territory corresponding to one on the map and a kind of unit (Infantry, Cavalry, Artillery). There are a total of 50 cards (16 Infantry, 16 Cavalry, 16, Artillery, 2 Wild). A Wild card depicts all 3 types of units and can be used as any kind in sets. A set is composed of 3 of the same kind of unit or 1 of each (Wilds substitutes for any kind).

    The number of units recieved for the set traded in is determined by how many sets have been traded in so far in the game. The formula is N+4, where N refers to the nth set (If you are turning in the third set, you recieve 7 reinforcement units).

    If a player conquers another player, the conquerer reaps the defeated's cards. If by collecting a fallen opponents cards a player has 5 or more cards, a set must be turned in the following reinforcement phase

    The Game Turn
    Each turn of the game is comprised of four phases: Diplomacy, Reinforcement, Battles, and Tactical Moves.

    The Diplomacy Phase
    The Diplomacy Phase is the part of the game where players are able to strike alliances and other such deals that may be beneficial to them in the later phases of the game. Diplomacy can be conducted publicly or secretly between the players. The advantages and disadvantages of each option is fairly obvious. Backstabbing, breaking deals or other dishonourable actions are not against the rules of the game itself, but make the game much more exciting.

    Because of the play-by-post nature of this medium of gameplay, I will not specifically declare the beginning and end of diplomacy phases. All can be done behind the scenes between players without the need for much moderation. At the beginning of each new turn, I will simply skip onto Reinforcement and carry on as if the Diplomacy phase has been carried out and is done with. I will however wait for players who let me know that deals are still being negotiated.

    The Reinforcement Phase
    The Reinforcement Phase is when I let each player know how many new units their army has generated, than wait for all players to submit their orders for the placement of these units. This is also done in secret and I will reveal an updated map reflecting the new troop strengths.

    The number of reinforcement units is computed as follows:
    ([X + Y]/3) + Z *
    X = Total number of territories held by player
    Y = Number of territories comprising the player's largest connected empire
    Z = Continent bonuses, Risk Cards
    *When dividing by 3, drop the remainder.

    Risk cards can also be turned in at this time (include these orders with your reinforcement orders). A player may never hold 5 or more Risk Cards after this phase, and a set must be turned in. Players may strategically choose to hold Risk Cards for later turns as long as s/he has less than 5.

    After the updated map with reinforcements is revealed, players can continue negotiations but also start thinking about the Battle Phase.

    The Battle Phase
    Attack orders are sent in secretly and simultaneously by each player after the updated reinforcement map has been presented. Orders should contain clear and obvious language that leaves no ambiguity of intent. Clearly point out:

    1) From which territory you are attacking from,
    2) With how many units,
    3) And into which adjacent enemy territory.

    Example:
    To attack two different territories from Hawaii
    Hawaii --> 4 Units --> Japan
    Hawaii --> 5 Units --> W. United States

    I don't care how the information is relayed to me, as long as it is clear and understandable. The above is just an example format.

    Players may change their minds about attack orders. If you are sending new orders, please include all information. Even if you are adding or amending a minor detail, include all information as if the first orders were never sent. I will not try to mesh the two sets of orders together, I will only use the latest orders sent.

    Because of this same time gameplay, there will be times when more than two players will be duking it out over a given territory. To sort out how things turn out, conflicts are divided into five different types, which are given a specific order of resolution.

    1) BORDER CLASHES - These are when two invading armies happen to run into each other head on. If an army from Western US invades Eastern US, at the same time that an army is invading Western US from Eastern US.

    2) MASS INVASIONS - A mass invasion is when several armies (from more than one territory) are simultaneously invading a common enemy. These multiple invading armies can be the same player or several players. You might find yourself working with arch-rival to invade a common enemy. If two players succesfully invade a territory, there will be a SPOILS OF WAR conflict to resolve, because only one army can occupy a territory.

    3) INVASION - These are the typical invasions by a single army, from a single territory into another. One thing to keep in mind (for all battles), any army being used to invade other territories will not add to the defensive strength of the territory they are leaving (even if they haven't officially fought yet). So you might want to keep a small force behind to defend your already conquered lands (you can never leave a territory empty anyway).

    4) SPOILS OF WAR - These are the resolving conflicts alluded to earlier in the MASS INVASIONS description. Two players cannot occupy the same territory, regardless of diplomatic alliance. If two players invade a territory and successfully defeat the garrisoned defenders, only one army can survive.

    5) SURGE ATTACKS - An army that has been ordered to charge through a single territory. If successful in that battle, the army then moves on to challenge a second hostile territory. For example, you invade Western US from Eastern US with a significant enough force, you feel will be strong enough to immediately charge onto Hawaii. During surge attacks, any further conflicts are resolved in the same order (i.e. surge border clashes, mass surge attacks, etc.). A player is allowed only one surge attack per turn.

    During the course of a battle, often a player will not have as many armies as he/she anticipated, i.e. a border clash preceding an invasion or a pricey victory followed by a surge attack. If this happens, all available armies from the planned number go on with the attack (minus one which must stay behind and defend the newly conquered territory). So if a player planned on invading territory X from Y with 10 armies, but a victorious but costly border clash leaves him with only 4 armies, 3 continue on with their attack as the original 9 (minus the defender) were originally ordered to.

    The Tactical Moves Phase
    After all battles have been conducted, an updated map will be presented and players can than decide to use or not use this opportunity to move units.

    Once all battles have been resolved, players are given the option of a tactical move. Players can transfer battalions from one and only one territory to any or all friendly neighboring territories. This can only be done from a territory linked to another by a border or dotted line.

    Risk cards will also be awarded to players who have successfully conquered a territory during this phase.

    Dice and Combat Resolution
    This game will be using the same dice mechanic as seen in the computer version of Risk, Risk II.
    There are 5 different flavors of dice, White, Yellow, Green, Red, and Black.
    All of the dice are 12 sided, and each face contains a value between 1 and 6. The frequency of the face values differ between each die. The dW (white die) favors low numbers and the dB (black die) favors higher numbers.

    dW (White Dice)
    Faces 1-1-1-1-2-2-2-3-3-4-5-6
    Average 2.6
    Units 1 - 5
    Casualties 1

    dY (Yellow Dice)
    Faces 1-1-2-2-2-2-3-3-4-4-5-6
    Average 2.9
    Units 6 - 10
    Casualties 2

    dG (Green Dice)
    Faces 1-2-2-3-3-3-4-4-4-5-5-6
    Average 3.5
    Units 11 - 18
    Casualties 3

    dR (Red Dice)
    Faces 1-2-3-3-4-4-5-5-5-5-6-6
    Average 4.1
    Units 19 - 30
    Casualties 4

    dB (Black Dice)
    Faces 1-2-3-4-4-5-5-5-6-6-6-6
    Average 4.5
    Units 31+
    Casualties 5

    RESOLVING CONFLICTS
    1) Assign each army a die based on their unit strength. Seperate armies from the same player used in the same conflict (mass invasions) are assigned seperate dice, they don't combine.
    2) Casualty level of conflict assigned based on lowest dice. Each time a side loses a roll of the dice, this is how many units their army is reduced by. Reduction in army sizes require a recalculation of dice used and casualty level.
    3) All armies roll at the same time. If the defender rolls higher than all of the attackers, each attacker loses units (see Casualty Level).
    4) If any of the attacker roll higher than the defender, only the defender loses units.
    5) Conflict concludes when either the attacking force or the defending force is reduced to zero.

    Examples
    1) 3 attacking forces are converging on a defending territory. All 4 forces are using white dice, so the casualty level is 1. Each attacker rolls less than the defender, each attacker loses one army.

    2) 3 attacking forces, 2 are dY and 1 is dR. The defender is using a dG. The casualty level is 2 (determined by the lowest, in this case YELLOW). The defender beats one of the Yellow attackers, but loses to a Yellow and the Red. The defender loses 4 units (casualty level 2, 2+2=4). The attacker that rolled under the defender suffers no losses.

    3) Armies from three attacking territories again converge on a defender, all rolling with white dice. All three attackers roll lower than the defender. The defending army takes no casualties and instead destroys one battalion from each of the three attacking armies (as determined by the casualty level, 1). Had all the forces involved been rolling with black dice, each of the attacking armies would lose 5 units.

    Should an army suffer sufficient losses, the die color/type representing that army should correspond to the appropriate threshold. So if two armies of dB (black dice) were to duke it out, one or both them will go through each of the different tiers of dice.

    Battles cannot be stopped, there are no retreats, such is the reality of playing by forum posts and simultaneous gameplay.
     

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