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Subject: Military, Cultural, and Diplomatic Additions
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Jeremy SarberUser is Offline


Tactician
Tactician
Posts:3

13 Jan 2009 10:28 PM  

First of all, you have to be playing with the newer version of Risk which includes the new game pieces, cities, and the objectives/rewards. Since this version of Risk comes with different ways to play, allow me to make some suggestions.

  1. Place all 15 cities in random territories by drawing 15 cards rather than placing them in the recommended territories according to the “Basic Training” instructions.
  2. Randomly select all 8 objectives and randomly place the rewards on top of them FACE DOWN. Which reward is gained by completing each objective will be a mystery to everyone until that reward is obtained by a player.
  3. Choose your territories according to the “Command Room” rules.
  4. The goal of the game should be world conquest instead of completing 3 objectives and controlling your capital.

Now, let’s move on to my new variations for the game. They are described in three parts: Military, Cultural, and Diplomatic.

Military Variations and Additions

I. TACTICAL NUKES

  1. Player must be holding card of territory in order to nuke that territory.
  2. Once the nuke is launched, the card is forfeited.
  3. A marker is placed in nuked territory for the remainder of the game and all troops in that territory are destroyed.
  4. Attacking with nuke consumes entire turn with the exception of reinforcing troops in the beginning of turn and fortifying at the end.
  5. Player cannot nuke his own territory.
  6. Attacker loses one troop in each adjacent territory to nuked territory.
  7. Nuked territory can never be occupied.
  8. Armies can pass through nuked territory but will lose half of all troops (round up if odd number) passing through.

II. EXCHANGING CARDS FOR TROOPS

  1. Cards are no longer exchanged for troops.
  2. Cards are still obtained by gaining a territory during the attack phase but cannot be exchanged unless you control a capital or city.

III. GIFTS

  1. Any reinforcements gained by a player can be given to another player at the start of his turn. They are converted to the other player’s color and added wherever first player (the player reinforcing troops) chooses.

Cultural Additions

I. EXCHANGING CARDS FOR CULTURE

  1. Rules for exchanging cards are the same as before except a player “spreads culture” instead of gaining additional troops.
  2. The number of stars exchanged (2-10) can convert that number of enemy troops to your own army in any adjacent territory to one you control.
  3. If there are not enough troops in adjacent enemy territories, they cannot be converted above the number there is.
  4. The converted troops are removed from the enemy territories, traded for your color, and placed on a capital you control.
  5. Troops placed after conversion cannot be fortified until end of turn.
  6. If you do not control a capital (or you may choose this option even if you do), you can only convert half (round up if odd number) of the troops as normal and they must be placed in a territory with a city.
  7. Cards cannot be exchanged unless you control at least one city or capital.
  8. No more than 10 stars can be collected before exchanging.
  9. 10 stars can be exchanged for the conversion of 10 enemy troops or for one adjacent enemy territory. You do not earn their troops with exception of one which is converted and all others are be moved by opponent to any of his adjacent territories.

Diplomacy Additions

I. SIMULTANEOUS ATTACKS

  1. Each player has a turn which includes the reinforcement stage, attack stage, and fortify state. The attack stage on each player’s turn is carried out simultaneously by all players.
  2. At the start of the attack stage, each player secretly writes one point of desired attack. Once all players have written their plans, the plans are revealed to all other players.
  3. If it your turn, you perform your initial attack first.
  4. The next person clockwise would attack next and so on.
  5. If two players from two territories had planned to attack each other, with the exception of the first player, all players vote who will be attacking and who will be defending. In the case of a tie, dice are rolled.
  6. A player may retreat in the middle of an attack or call off the attack altogether if desired (during his turn to attack).
  7. Once all attacks have been made or forfeited, additional rounds of attack are made until first player is finished and ready to fortify.
  8. Any player can write “No Attack” on his ballot during any round of attacks.

Of course, it might be helpful with this version of Risk to have some sort of nuke markers (you may want to limit them to seven or even less) and some sort of attack ballots. You could simply write your attacks on paper or you could print some of the ballots I created where you would draw a line from one territory to another. You can find them here. Just save and print.


Jeremy E. Sarber
Ehsan HonaryUser is Offline


Site Admin
King
King
Posts:268


14 Jan 2009 4:02 PM  
That seems like a very comprehensive guide. Sounds well thought out. Of course, like any variations, it needs to be tried. Hopefully I will get the time...

Thanks for sharing.

Ehsan Honary
Jeremy SarberUser is Offline


Tactician
Tactician
Posts:3

14 Jan 2009 4:17 PM  
If you do try it out, let me know how it went. Since I've put this together, I have not had the opportunity to try it.

Jeremy E. Sarber
Great AlanUser is Offline


Diplomat
Diplomat
Posts:62

14 Jan 2009 8:06 PM  
Outstanding rule!I have some questions want to ask you,Jeremy:

(1):How to gain stars?Would using them convert emenies' troops exacerbate the weak players' demise,and affect the "balance of power"?

(2)And I can't understand why execute this rule:"all players vote who will be attacking and who will be defending."It means when any two players attack each others,their power of attack is controlled by "the other people's favor".Have I interpreted wrong?Maybe you reconsider this rule,modify to "decided by items" instead of "decided by people".

Thanks for posting such master-piece,Jeremy.
Jeremy SarberUser is Offline


Tactician
Tactician
Posts:3

14 Jan 2009 10:03 PM  
1) With the new Risk board, each card has one or two stars which normally would be traded in for additional reinforcements at the beginning of the turn. With my changes, you'd basically be trading in stars for an equal number of enemy troops. For instance, let's say you control Brazil (with 10 troops) and an opponent controls North Africa (with 10 troops). If you were to trade in cards that add up to 5 stars, 5 troops on North Africa would be removed and 5 would be added to a capital or city you control. Does that make any more sense?

2) The simultaneous attack rounds and voting are to bring a little more diplomacy in the game. Think of it like every player is a member of the United Nations. When there is a controversy of sorts in the world (two players wanting to attack each other in the same place at the same time), the case is brought before the UN to judge. Does that make sense? I'm not sure what you mean by having it "decided by items" so I'd love for you to explain.

I'm not sure these additions to the game are really a masterpiece, but I was hoping to make the game more interesting. I play with some buddies once in awhile and a couple of us also like to play the PC game, Civilization, so I was trying to make it every so slightly more like that.

Jeremy E. Sarber
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Forums > RISK > Risk Game Variations > Military, Cultural, and Diplomatic Additions