RoddyVR
Veteran Board NESer
I will run a game of RISK on my computer.
the options are as follows:
sametime play (see below for major differences from classic risk).
no extra territories (same map as classic risk)
random distribution of starting territories (to make the first turn take less then 4 months)
fits upto 8 players, so the more the merrier.
first map in post 29 cfc wont let me attach same file to two posts.
Differences between classic (normal) risk, and the same time Risk we're playing
1. all orders by all players are submited at the same time (by PM to me) and are all processed at once. so noone sees what an oponent is doing before having to decide what they themselves will do.
2. Getting The Reinforcements
First, the total number of territories owned by each player is counted. Then the largest number of territories that are connected by borders or dotted lines (a players empire), are also counted. Finally these 2 numbers are added (the total number of territories owned and the total number of connected territories); the sum is then divided by 3 thus giving the total number of reinforcing battalions available to each player.
Extra battalions for control of a continent:
Australia 4
South America 4
Africa 5
Europe 6
North America 6
Asia 8
3. Placing the Reinforcements
You may only reinforce a specific territory by the amount of connected territories plus the reinforced territory itself. For example, if you want to reinforce China, which had three owned territories attached to it (India, Siam and Mongolia), the allowable reinforcement is four battalions into China.
NOTE: this is not inforced for the initial placement of your troops into your starting territores.
4. Battles are resolved in order of priority:
a. Border clashes: head-to-head battles where both armies have charged directly towards each others territory and meet head on.
b. Mass invasions: multiple army attacks against a single army defending a single territory.
c. 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.
d. Spoils of war: a fight between different players after a joint mass invasion.
e. 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.
5. Armies for RISK cards
because we're playing the "same time" version we have to use:
Set Value
If you trade 3 Infantry cards, you will receive 4 battalions.
If you trade 3 Cavalry cards, you will receive 6 battalions.
If you trade 3 Artillery cards, you will receive 8 battalions.
If you trade 1 of each card, you will receive 10 battalions.
If any of the cards exchanged depict a territory currently occupied by the player exchanging, that player gains two bonus battalions. These are automatically placed immediately within the territory shown on the card. If you hold five cards, you must exchange the set on your turn.
the options are as follows:
sametime play (see below for major differences from classic risk).
no extra territories (same map as classic risk)
random distribution of starting territories (to make the first turn take less then 4 months)
fits upto 8 players, so the more the merrier.
first map in post 29 cfc wont let me attach same file to two posts.
Differences between classic (normal) risk, and the same time Risk we're playing
1. all orders by all players are submited at the same time (by PM to me) and are all processed at once. so noone sees what an oponent is doing before having to decide what they themselves will do.
2. Getting The Reinforcements
First, the total number of territories owned by each player is counted. Then the largest number of territories that are connected by borders or dotted lines (a players empire), are also counted. Finally these 2 numbers are added (the total number of territories owned and the total number of connected territories); the sum is then divided by 3 thus giving the total number of reinforcing battalions available to each player.
Extra battalions for control of a continent:
Australia 4
South America 4
Africa 5
Europe 6
North America 6
Asia 8
3. Placing the Reinforcements
You may only reinforce a specific territory by the amount of connected territories plus the reinforced territory itself. For example, if you want to reinforce China, which had three owned territories attached to it (India, Siam and Mongolia), the allowable reinforcement is four battalions into China.
NOTE: this is not inforced for the initial placement of your troops into your starting territores.
4. Battles are resolved in order of priority:
a. Border clashes: head-to-head battles where both armies have charged directly towards each others territory and meet head on.
b. Mass invasions: multiple army attacks against a single army defending a single territory.
c. 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.
d. Spoils of war: a fight between different players after a joint mass invasion.
e. 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.
5. Armies for RISK cards
because we're playing the "same time" version we have to use:
Set Value
If you trade 3 Infantry cards, you will receive 4 battalions.
If you trade 3 Cavalry cards, you will receive 6 battalions.
If you trade 3 Artillery cards, you will receive 8 battalions.
If you trade 1 of each card, you will receive 10 battalions.
If any of the cards exchanged depict a territory currently occupied by the player exchanging, that player gains two bonus battalions. These are automatically placed immediately within the territory shown on the card. If you hold five cards, you must exchange the set on your turn.