RISK

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.

Spoiler Game Map and Continents Map :


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(Map originally made by Tee Kay)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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Joining as the Oriol Dynasty, who will claim gold for their colour.

We will hold Anders (capital), Brazil, Mexico, Caribbean, Philippines and South Pacific.
 
Signing up as League of States of Indian Ocean, color blue

Claiming Australia, Indonesia, Indochina, Southern India, Horn of Africa and East Africa
 
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Updated map for new signups!
 
Anatolia is part of Asia but in hindsight I've modified the "2 provinces per continent rule" to be 3 provinces, with an exception for Oceania and South America, which has a limit of 2 due to the fact they only have 4 provinces each.

Of course, Ailedhoo and Brougal are welcome to change their starting territories should they want to consolidate.
 
Last call for signups before remaining territory is distributed tomorrow morning!

I think given we may have only 3 players, I will introduce Capital rules. Capital RISK is a simple variant: every player has a capital. If someone controls all the capitals, they win.

That in mind: I have a capital for Ailedhoo and Martin Luther's empires, and would just need one form @Brougal
 
We, the Imperium of the North Sea (Shorthand: Iceland, Color: Cyan) shall claim the British Isles, Scandinavia, Iceland (our capital), Greenland, Canada, and the Canadian Praries as our demense.
 
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4 players have joined. 24 territories have been claimed, with 29 left over, which will be distributed equitably.

To start, each nation will roll for priority, and then provinces will be gradually assigned with a goal of increasing one’s continent dominance where possible, while maintaining contiguity. Provinces will also be claimed with the goal of denying continents to other players.

Oriol: 6
North Sea: 4
Indian Ocean States: 2
Ottomans: 1

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Oriol begins with 40 Armies, everyone else begins with 41.

Pre-Game Placement Phase

This first placement phase does not include an attack component. Oriol begins with 40 Armies, everyone else begins with 41.

You all have 48 hours to indicate where you want your Armies placed; even distribution will be used in the absence of orders. Remember that unlike Classic RISK, you do not need to keep 1 Army in every province. Use this to your advantage to fortify your borders; of course, territories without 1 Army in them fall instantly, so it's a risk-reward thing.

This is a chance for early diplomacy with other powers. As part of that, if you are unhappy with your territorial arrangements, for this turn only, you can swap territories.

RISK it all, win it all. Best of luck!
 
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All starting armies have been placed. We are now in the attack phase.

Every player may place 6 more armies and then launch attacks. This attack phase will last 48 hours (rather than the standard 72), at which point all attacks will be rolled and calculated.

You will all be PMed the neighbor you have an advantage against in battles for this turn.

Please note that your Armies do not move across your empire yet. That will wait until the fortification phase.
 
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Attack phase complete! Please use the next 24 hours to move Armies around in your territory for reinforcement. Armies can move anywhere where there is a continuous connection.

Spoiler Attacks :
Rather than roll every single overlapping set of battles, players will be assigned attack priority each turn.

For this turn, it’s Oriol, Indian Ocean States, Imperium of the North Sea, and the Ottomans.

Oriol (Leaked Intel: 4 battles against IOS)

5 Armies from Chile and 5 Armies from Andes attack La Plata! IOS defends with 8!

4 (5) and 3 (4) vs. 4 and 1. -2 defenders.

4 (5) and 3 (4) vs 5 and 2. -1 attacker, -1 defender.

4 (5) and 2 (3) vs. 5 and 2. -1 attacker, -1 defender.

6 and 3 (4) vs. 6 and 4. -2 attackers.

6 and 4 vs. 1 and 1. -2 defenders.

4 and 1 vs. 4 and 1. -2 attackers.

4 armies vs. 2.

5 and 3 vs. 6 and 2. -1 attacker, -1 defender.

4 vs 4. -1 attacker.

6 vs. 4. -1 defender. All defenders destroyed.

Net result: Oriol loses 8 Armies, IOS loses 8 Armies. Oriol takes La Plata; Oriol conquers South America!

8 Armies from Brazil attack West Africa! IOS defends with 8!

5 and 4 vs 3 and 1. -2 defenders.

6 and 6 vs 3 and 1. -2 defenders.

4 and 4 vs 5 and 4. -2 attackers

6 and 5 vs 5 and 3. -2 defenders.

6 and 4 vs. 4 and 1. -2 defenders. All defenders destroyed.

Net result: Oriol loses 2 Armies, IOS loses 8 Armies. Oriol takes West Africa.

5 Armies from North China attack West China! IOS defends with 6!

5 and 2 vs. 5 and 3. -2 attackers.

3 and 2 vs. 5 and 1. -1 attacker, -1 defender.

5 and 2 vs. 3 and 2. -1 attacker, -1 defender.

Result: Oriol loses 4 Armies, IOS loses 2. Oriol retreats.

3 Armies from Southern China invade Indochina!

Overrun!

5 Armies from Korea invade Manchuria! Ottomans defend with 3!

2 and 2 vs 6 and 6. -2 attackers.

5 and 3 vs. 6 and 5. -2 attackers.

Oriol retreats!

5 Armies from Philippines invade Indonesia! IOS defends with 5!

5 and 3 vs. 4 and 4. -1 attacker, -1 defender.

3 and 3 vs. 4 and 3. -2 attackers.

5 and 3 vs. 4 and 2. -2 defenders.

2 vs. 5. -1 attacker.

Result: Oriol loses 4 Armies, IOS loses 3. Oriol retreats.

Indian Ocean States (Leaked Intel: 4 Battles Against Ottomans)

3 Armies from West Africa attack North Africa! Negated.

3 Armies attack from Horn of Africa to Egypt! Ottomans defend with 3!

3 (4) and 2 (3) vs 3 and 1. -2 defenders.

4 (5) vs. 2. -1 defender.

Net result: IOS takes Egypt.

3 Armies attack from La Plata to Chile! Negated.

3 Armies attack from North India to Pakistan! Ottomans defend with 3!

6 and 6! 6 (5) and 1! -2 defenders.

6 vs. 5 (4). -1 defender.

Net result: IOS takes Pakistan.

2 Armies attack from Western China to Central Asia! Ottomans defend with 3!

4 and 3 vs. 6 and 5! -2 attackers.

IOS retreats.

3 Armies attack from Australia to South Pacific! Oriol defends with 8!

2 and 2 vs. 5 and 3.

5 vs. 6.

Net result: IOS loses 3 armies.

3 Armies attack from Indonesia to Philippines! Changed to 2 Armies.

1 vs. 6. -1 defender.

Net result: IOS retreats.

Imperium of the North Sea (Leaked Intel: 2 Battles Against IOS)

7 Armies from France attack Iberia! Ottomans defend with 6!

3 (2) and 3 (2) vs. 6 and 1. -1 attacker, -1 defender.

4 and 2 vs. 5 (6) and 3 (4). -2 attackers.

5 and 3 vs. 3 and 2. -2 defenders.

6 and 3 vs. 5 and 4. -1 attacker, -1 defender.

6 and 3 vs. 4 and 3. -1 attacker, -1 defender.

6 vs. 2. -1 defender.

Imperium takes Iberia.

7 Armies from Central Europe attack Italy! Ottomans defend with 4!

5 and 4 vs. 4 and 3. -2 defenders.

6 and 5 vs. 3 and 3. -2 defenders.

Imperium takes Italy.

7 Armies from Eastern Europe attack Balkans! Ottomans defend with 6!

4 and 4 vs 6 and 4. -2 attackers.

6 and 1 vs 2 and 2. -1 attacker, -1 defender.

6 and 5 vs 2 and 1. -2 defenders.

6 and 2 vs. 4 and 3. -1 attacker, -1 defender.

4 and 3 vs. 5 and 4. -2 attackers.

Imperium retreats!

7 Armies from Scandinavia attack Russia! Ottomans defend with 6!

6 and 4 vs. 4 and 2. -2 defenders.

5 and 2 vs. 5 and 3. -2 attackers.

6 and 5 vs. 6 and 5. -2 attackers.

6 and 3 vs. 1 and 1. -2 defenders.

6 and 1 vs. 5 and 3. -1 attacker, -1 defender.

3 vs. 3. -1 attacker.

Imperium retreats!

4 Armies from Eastern Siberia attack Western Siberia! Ottomans defend with 3!

5 and 5 vs. 6 and 1. -1 attacker, -1 defender.

6 and 3 vs. 6 and 1. -1 attacker, -1 defender.

6 vs. 2. -1 defender.

Imperium takes Western Siberia.

4 Armies from Eastern Siberia attack Manchuria! Ottomans defend with 3!

6 and 5 vs 6 and 3. -1 attacker, -1 defender.

5 and 2 vs. 4 and 3. -1 attacker, -1 defender.

5 vs. 6. -1 attacker.

Imperium retreats!

The Ottomans (Leaked Intel: 2 Battles Against North Sea Imperium)

Balkans attack Central Europe! Imperium defends with 1!

4 vs. 3. -1 defender.

Ottomans take Central Europe.

Iberia attack France! Negated.

Russia attacks Scandinavia. Negated.
 
Any fortification PMs received have been processed. Moving to the next placement and attack phase. This will last 72 hours.

One will have no warning where Armies are placed this time around, so it is a useful strategy to be paranoid and defend weak points.

Turn II

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New Armies may be placed wherever you wish in your territory.

Strategic summary:

The Ottoman Empire has suffered major setbacks, and its territory has considerably shrunken. Short of a strategic alliance or stroke of luck, the Empire is likely to be the first to fall.

Oriol has claimed the continent of South America, and is now the clear leader in both standing armies and armies it can raise, but the Imperium of the North Sea is a close second.

North and South America are demilitarized. A state that could penetrate into either continent could conquer both in a blitz maneuver
 
With only one set of orders in (and seeing an impending increased workload IRL), I think it is best that I shelve this.

I have made note in my personal files of the 4 players who played here; should you join one of my future games (that isn't the ongoing Bring the Fire), I will be able to give you some kind of starting bonus. I thank you for being willing to give a game of mine a try. :)
 
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