Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
For those who like a game with a focus on some good, ole fashioned ass whoopin'. Rules are largely the same as standard RISK but with some changes.
(Map originally made by Tee Kay)
Starting out:
Pick a color and claim 6 provinces on the map; a maximum of 3 provinces per continent (2 for South America and Oceania) are allowed for this first phase to avoid any monopolized continents (this rule is waived for those who sign up at a point when the map is too crowded to avoid more than 2 provinces per continent, at increments of a limit of 3 per continent, 4 per continent, etc.).
Territories will be given during this signup phase on a first come, first served basis. Up to 9 players may join; the 9th player will only be able to claim 5 territories and will receive 1 extra Army as compensation.
Once 72 hours have passed or we have nine players, whichever comes first, remaining territories will be distributed evenly. If even distribution is not possible, die will be rolled to allocate the remaining territories, and those who lose out will receive one extra starting Army in compensation. So, for example, we have 8 players. There are 53 territories, so everyone will have 6 territories, and 5 will be decided by die. Whoever doesn’t get a seventh territory receives an extra Army to compensate.
You will receive a certain number of armies, and be given time to place them. After that, the game will begin.
Gameplay:
Unlike board game RISK, all players execute their rolls simultaneously. There are two phases: attack and fortification. The attack phase lasts about 72 hours, the fortification phase lasts 24 hours.
Every turn, each player receives one Army for every 3 territories they control. They also receive extra armies if they control continents. They will also receive exponentially more armies once they are past 10 territories (this replaces the RISK card system in the board game). You are always guaranteed 3 Armies per turn.
Placement/Attack Phase
You place however many armies you are given for a turn. In absence of orders, armies will be evenly distributed and left on defense.
After you have placed your Armies, it is time to attack. You can attack any province immediately adjacent to yours (either connected by land, or by a sea lane (the dotted square lines)); this includes provinces you have just captured, thus allowing blitzing.
If you move an Army into another player’s province, this is an attack, and your armies will fight for control. When armies fight, battles take place in the form of die rolls. For every Army the attacker invaded with, they get one dice, up to 3. The defender rolls one dice for every Army they have defending, up to 2. The highest die on each side are matched against each other, with the losing Army being destroyed; the defender always wins ties.
If a new territory is conquered, in absence of orders specifying otherwise, one Army is left behind to reduce the chance of the next attacker seizing the original territory. Similarly, in absence of contrary orders, an invading force retreats the moment it is reduced to 1 Army.
At the start of attacks, every player rolls for priority to determine the order of attacks and defense.
A word on espionage: one thing that makes this different from standard RISK is an abstract espionage mechanic, similar to Secret Mission with standard RISK. Each turn start, you will receive a dice bonus against one nation for 1 to 6 battles (a battle is defined as every instance of 1-3 dice against 1-2 dice). It manifests as +1 to your rolls when fighting them. You will know in advance which player it is. The mechanic is retired when the game is down to 2 players for obvious reasons. While you may be tempted to go full offensive against a player you have an espionage bonus over, be aware someone else may have one over you as well.
Fortification Phase
After all attacks have been calculated, an update will be posted; this is the start of the Fortification phase. Players then have the opportunity to move their Armies anywhere in their territory, so long as there is a constant connection. Because we have a colored map, the standard board game RISK rule of leaving one Army per province is not in place; provinces with no Armies in them are immediately conquered upon attack, however.
That’s it, really. Your end goal is to conquer the entire world. You do this through a mixture of knowing when to attack and when to defend, how to maximize your troop benefits, and finally using a little bit of diplomacy (trickery?) to get other players to focus on someone besides you. Especially devilish if you combine your diplomacy with your espionage benefits.
Bonus Armies for Continents Controlled:
Oceania: 2
South America: 2
Africa: 4
North America: 6
Europe: 6
Asia: 9
Overall territory bonuses:
10 territories = 1 extra army
13 territories = 2 extra armies
15 territories = 4 extra armies
20 territories = 9 extra armies
25 territories = 25 extra armies
Spoiler Game Map and Continents Map :


(Map originally made by Tee Kay)
Starting out:
Pick a color and claim 6 provinces on the map; a maximum of 3 provinces per continent (2 for South America and Oceania) are allowed for this first phase to avoid any monopolized continents (this rule is waived for those who sign up at a point when the map is too crowded to avoid more than 2 provinces per continent, at increments of a limit of 3 per continent, 4 per continent, etc.).
Territories will be given during this signup phase on a first come, first served basis. Up to 9 players may join; the 9th player will only be able to claim 5 territories and will receive 1 extra Army as compensation.
Once 72 hours have passed or we have nine players, whichever comes first, remaining territories will be distributed evenly. If even distribution is not possible, die will be rolled to allocate the remaining territories, and those who lose out will receive one extra starting Army in compensation. So, for example, we have 8 players. There are 53 territories, so everyone will have 6 territories, and 5 will be decided by die. Whoever doesn’t get a seventh territory receives an extra Army to compensate.
You will receive a certain number of armies, and be given time to place them. After that, the game will begin.
Gameplay:
Unlike board game RISK, all players execute their rolls simultaneously. There are two phases: attack and fortification. The attack phase lasts about 72 hours, the fortification phase lasts 24 hours.
Every turn, each player receives one Army for every 3 territories they control. They also receive extra armies if they control continents. They will also receive exponentially more armies once they are past 10 territories (this replaces the RISK card system in the board game). You are always guaranteed 3 Armies per turn.
Placement/Attack Phase
You place however many armies you are given for a turn. In absence of orders, armies will be evenly distributed and left on defense.
After you have placed your Armies, it is time to attack. You can attack any province immediately adjacent to yours (either connected by land, or by a sea lane (the dotted square lines)); this includes provinces you have just captured, thus allowing blitzing.
If you move an Army into another player’s province, this is an attack, and your armies will fight for control. When armies fight, battles take place in the form of die rolls. For every Army the attacker invaded with, they get one dice, up to 3. The defender rolls one dice for every Army they have defending, up to 2. The highest die on each side are matched against each other, with the losing Army being destroyed; the defender always wins ties.
If a new territory is conquered, in absence of orders specifying otherwise, one Army is left behind to reduce the chance of the next attacker seizing the original territory. Similarly, in absence of contrary orders, an invading force retreats the moment it is reduced to 1 Army.
At the start of attacks, every player rolls for priority to determine the order of attacks and defense.
A word on espionage: one thing that makes this different from standard RISK is an abstract espionage mechanic, similar to Secret Mission with standard RISK. Each turn start, you will receive a dice bonus against one nation for 1 to 6 battles (a battle is defined as every instance of 1-3 dice against 1-2 dice). It manifests as +1 to your rolls when fighting them. You will know in advance which player it is. The mechanic is retired when the game is down to 2 players for obvious reasons. While you may be tempted to go full offensive against a player you have an espionage bonus over, be aware someone else may have one over you as well.
Fortification Phase
After all attacks have been calculated, an update will be posted; this is the start of the Fortification phase. Players then have the opportunity to move their Armies anywhere in their territory, so long as there is a constant connection. Because we have a colored map, the standard board game RISK rule of leaving one Army per province is not in place; provinces with no Armies in them are immediately conquered upon attack, however.
That’s it, really. Your end goal is to conquer the entire world. You do this through a mixture of knowing when to attack and when to defend, how to maximize your troop benefits, and finally using a little bit of diplomacy (trickery?) to get other players to focus on someone besides you. Especially devilish if you combine your diplomacy with your espionage benefits.
Bonus Armies for Continents Controlled:
Oceania: 2
South America: 2
Africa: 4
North America: 6
Europe: 6
Asia: 9
Overall territory bonuses:
10 territories = 1 extra army
13 territories = 2 extra armies
15 territories = 4 extra armies
20 territories = 9 extra armies
25 territories = 25 extra armies
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