My Re-Invention of Risk
This variation I came up with I'll install in sections - though playing it is actually easy, it's hard writing instructions that are easy to understand, especially if you already know Risk. Some details aren't definite, so there might be changes later on to them.
Section 1: "Stages"
Instead of one Player at a time, Players take their Turns together, at the same time. However, Players can take their Turns one-at-a-time if they want.
Each turn is split into 3 easily-rememberable "Stages":
1 - Planning
2 - Moving
3 - ATTACK!!!
Planning consists of Players counting Territories and recieving Armies - but in a new system that's just as easy to understand
Moving has the Players simply moving their Armies and setting them to attack in the next stage.
Attack, of course is where everyone attacks each other in a new, easy-strategy system.
(more on Planning and Attacking later)
Section 2: Planning
The Planning Stage consists of a new, simple system that introduces a very simple economy.
Starting out:
After the initial setup, Players add-up their Territories. The count each Player gets, gives them the amount of Money used to buy Armies and Cities.
(set costs are not yet decided)
Any remaining Money Players have, they add to Money recieved in the next Turn.
In Turns following the first Turn, Players add-up their Territories and Cities and subtract that number by the number of Additional Armies they have on the board.
(Additional Armies means All Armies excluding the single Armies that are left on Territories)
If math makes it easier for you:
[ # of Territories and Cities x 2 - (# of Armies - # of Territories) = # of Money] or [ 2tc - (a - t) = m ]
example: 9 Territories x 2 - (12 Armies - 9 Territories) = 15 Money.
If the amount of Money turns out to be negative, then Money becomes Debt. If a Player had Debt, they cannot buy anything, and it stays with them until they can pay it off with money.
Section 3: Attacking
In the Moving and Attacking Stages, Players move their Armies into position for their immediate attack.
When moving, players are actually choosing where they want to attack. Armies can move freely within their Territories from one end to the other and attack an opponent's Territory right away. The attacking Armies await on the borders between their Territories.
When attacking, more than one Player is allowed to attack. Players play the "Battles" in whatever order they agree on.
Instead of Dice, Cards take their place. The Cards' each have 1 of 5 colours: Black, Blue, Red, Yellow, and White (in that exact order). Each colour defeats two others that proceed them, and is beat by the other colours that succeed. Ties - when two cards of the same colour are used to attack, this is considered a tie and neither sides lose Armies.
For example:
Black vs:
Blue - victory, blue loses 1/1, black loses 1/8
Red - victory, red loses 1/2, black loses 1/4
Yellow - defeat, yellow loses 1/4, black loses 1/2
White - defeat, white loses 1/8, black loses 1/1
Black - tie, neither side loses, or both lose 1/16
As seen above, sides lose either 1/1, 1/2, 1/4, 1/8. What this means is that the one side loses a fraction of the opposing side's Armies (disregarding any remainders).
i.e.:
Side A with 16 Armies attacks with Red and Side B with 11 armies attack with White
Side A loses 2 (1/4) Armies from attrition and Side B loses 8 (1/2) Armies.
When a three-way or more occurs, all attackers compare each others.
Adding Side C with 13 Armies attacking with Black creates a three-way battle. So when you have Sides A, B, and C;
Side A loses 2 (1/4) from B and 6 (1/2) from C - Side A is left with 8 Armies.
Side B loses 8 (1/2) from A and 1 (1/8) from C - Side B is left with 2 Armies.
Side C loses 4 (1/4) from A and 11 (1/1) from B - Side C is left with 0 Armies.
There are two ways Players can play an attack. The first way is to deal each attacker 3 Cards, they then choose one card to attack with. The second ways is that each Player is dealt only 1 Card, so then they recieve the random results equivalent if Dice were used.
Section 4: Retreating
Another part of attacking is Retreat. When a Player thinks that they don't want to lose any more Armies, they play a Card from their hand (if playing the first way), or draw a Card from the top of the deck (if playing the second way). That Card is then compared to the Card(s) already played by the other attackers.
If the Retreater wins the retreat, only 1/16 or 1/8 Armies are taken away from their Armies. If the Retreater loses, then 1/4 or 1/2 of their Armies is lost in the retreat.
The Retreater then moves their remaining Armies to their closest Territory.
Section 5: Diplomacy
The rules of diplomacy is that there really are no initial rules for it. But for some guidlines, Players can make allies with each other. Alliances allow Allies' Armies to cross over each others' Territories, and give aid in Battles.
Section 6: Cities, Walls and Batteries
One new feature for this variation is the use of building Cities. Cities are built by the players to increase their wealth and defence of their Territories.
Cities are built during the Planning Stage by each Player. The cost of building a Ctiy varies through the game:
1 City costs: 1 + # of Cities (already in possession by the Player) x 2
And a Territory can only have 1 City each, and they cannot be removed.
Each City of a Territory gives protection to its Armies and gives extra attrition to its enemies.
Walls are built to defend a Territory from attack. Walls cause extra attrition to the enemy for each attack during a battle.
Like a City, 1 Wall costs: 1 + # of Walls and Batteries x 2
But they can be removed by the Player that possesses them. Up to 1 Wall land can be built per land border of a Territory. i.e.: China can build up to 6 wall segments, and Britain cannot build any.
Battaries are the opposite of Walls. A Battery ramps up the attack on the enemy, but can only be built on coastlines. Game Definition of a Coastline: a border that which connects to another Territory over water.
1 Battery costs: 1 + # of Batteries and Walls x 2
Only 1 can be made for each coastline; if the Territory is an island or a group of islands, the Territory may only have 1 Battery for each route to another 1 or 2 Territories. i.e.: Great Britain can build 2 Batteries, North Africa can build 2 Batteries, and Central America cannot build any Batteries.
The attacking Territory only ever uses 1 Battery for attack, never any more if the Territory has more than one.
(this section is expected to change) |