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Subject: Monopoly RISK variation
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TRTYUser is Offline


Tactician
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Posts:1

08 Sep 2013 9:52 AM  

Hello everone,

In a "real" war you don't only need an army you also need good economic status... in other words, you need money (or production) in order to get food, weapons, ammo, etc to keep fighting... time ago, i was thinking what happened if we include money inside the game.

I haven't tested it yet, but i wanna share with you my idea, so you can give me your opinion and suggestions.

 

MONOPOLY RISK RULES

What’s needed

· A classic Risk board-game.

· $5, $10, $20, $50, $100 and $500 bills from Monopoly board-game (in this variation its value is in order of thousands; example: $10 =$10,000).

· Houses and hotels from Monopoly board-game (in this variation these will be used as buildings: factories and military bases, respectively).

Game restrictions

Armies per territory. During the game you may not have more than 15 armies on a single territory. If because of this, you are unable to place some armies, you lose those armies.

Set up of the game

Same as classic Risk game

Gameflow

1. Getting and placing new armies

Same rules as classic Risk with these modifications:

a)    The calculation of how many new armies you’ll add to your territories is based on the same as classic plus the number of military bases you control (Go to 2.3)

b)    Trading RISK cards for armies. Same as classic game, but if you want you can receive money instead of armies (1 army = $5,000) or a combination of armies and money.

 

2. Receiving and using money

It’s based on the idea that each territory has the capacity for producing an income (like GDP) and this production is needed to maintain the army and pay the cost of the war.

2.1 Calculate the amount of cash you will receive. Count the number of territories you own plus all the factories inside your territories and multiply it by 10,000. Example: 11 territories + 4 factories = $150,000. You will always receive $30,000 even if you own less than 3 territories + factories.

2.2 Pay your army’s upkeep cost. For each territory that have 5 or more armies you must pay a upkeep cost as follows: $5,000 if you have 5 up to 9 armies, $10,000 for 10 up to 14, and $15,000 if you have 15.

The payment is obligatory. You may trade/pay (remove from the board) an equivalent amount in armies (1 army = $5,000) from a territory as an alternative method of payment for a territory’s upkeep. You can do it anytime you want or if you can’t pay in cash the upkeep of any of your territories.

2.3 Construct buildings inside your territories. After you pay your upkeep, you may construct any amount of buildings (factories and military bases) inside any amount of territories you control, but with the following restrictions:

·         It can only be one (and only one) building inside a single territory. If you want to build another building inside an already occupied territory, the previous building must be removed.

·         The construction cost of a factory is $50,000. The factories give you additional income each turn.

·         The construction cost of a military base is $100,000. The military bases give you additional armies each turn.

·         The maximum number of military bases a player can own is:

2 players

4 military bases

3 players

3 military bases

4 players

3 military bases

5 players

2 military bases

6 players

2 military bases

·         It’s possible that a player can own more than the allowed limit of military bases only in the case this player had conquered an enemy territory without destroying the military base that was there before (Go to 3.f). This player can’t build any more military bases until the number of military bases he owns were below the maximum limit allowed.

 

3.  Attacking, if you choose to, by rolling the dice.

Same rules as classic Risk with these modifications:

a)    All players can attack and defend using a single dice for free. But, they must pay $5,000 for each additional dice they roll in each battle. Example: If you are the attacker, you must pay $10,000 if you want to use 3 dices; if you are the defender, you must pay $5,000 if you want to use both dices.
As before, you can pay by sacrificing the equivalent amount of armies (1 army = $5,000)  from the attacking/defending territory, as long as the final number of armies of that territory was 1 more than the number of dices you roll (for the attacker) or the same (for the defender).

b)    The attacker is exempt from the payment of one extra dice if he had a military base inside the territory from where he is attacking or inside an adjacent territory. In other words, the military base has an influence radius of 1 territory around.

c)    The attacker is exempt from the payment of one extra dice if he had a RISK card showing the territory from where he is attacking.

d)    The defender is exempt from the payment of the extra dice if he had a building (factory or military base) inside de defended territory or a military base inside an adjacent territory.

e)    If two or more dices (including both defender's and attacker's) show 5 or 6, the building, if any, inside the defender territory will be destroyed (and removed from the board). Example: if the attacker rolls 5 and 3, and the defender (with a factory) rolls 6; the attacker will lose one army while the defender will lose his building.

f)     When the attacker conquers a territory, he will take possession of any construction within this territory.

 

4. Fortifying your position.

Same rules as classic Risk with these modifications:

a)    You may move armies from one or more territories to any number of your other territories, but you must do a payment. Also, before you can do this, you must occupy all the territories in between.

b)    The army movement must be done in a sequential way and each borderline crossed will be considered a “movement”. You can abbreviate the process if you can keep in mind the number of “movements” needed to move your armies.

c)    The first “movement” is always free. But you must pay $10,000 (as a transportation cost of your armies) for each additional “movement” after the first. You can pay by sacrificing the equivalent amount of armies (1 army = $5,000) from the moved army.

Example: if you want to move armies from South Africa to Brazil, you must cross (1st “movement”) South Africa-Congo, (2nd) Congo-North Africa and (3rd) North Africa-Brazil borderlines, so you must pay $20,000 (remember, the first “movement” is free); if then, you also want to move armies from South Africa to the adjacent territories of (4th) Madagascar and (5th) East Africa, you must pay an additional $20,000; for a total of $40,000.

d)    Big army transportation cost. If the number of armies moved in a single “movement” is 10 or more, you must pay additional $5,000 for this “movement”. If it’s your first “movement” you only must pay $5,000, if not you must pay $15,000.

 

 

 

PD: sorry for my poor english, it's not my mother-language.

 

JimUser is Offline


Tactician
Tactician
Posts:2

18 Oct 2013 12:11 AM  
This is a very interesting concept you have come up with. I was trying to think along the same lines, but you have come up with a very good way of doing this. Another thing you might want to consider is Reparations. If an attacker fails, he should have to pay some sort of reparation to the defender based on a fixed amount and damages done to the defender.

But I do like this. I am working on my own version of a risk game for the PC. I might have to consider incorporating these rules as an option for enhanced play.

Good Job.
Board_Game_Geek42User is Offline


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Posts:2

21 Nov 2015 10:33 AM  
Two years from now, this is good stuff. I've been making and testing a variation I made of Risk for two years now and just recently decided to make the money economy aspect in the game more prevalent. I like a lot of what you do here and we've even had some similar ideas. But like most things I try to implement, I try not to add things in bulk or deviate much from the original Risk. A lot of things you have here for rules are really intense, like the upkeep for instance. Not bad but in mine I try to keep things as fluent as possible. I'm curious to know how that upkeep aspect of your Risk works and do players keep up with it? Because I find when my friends and I play Risk, we play for hours on end and having to keep up and keep checking. I love the section "3" of your post about paying to add dice. That's gold. Income is a lot more detrimental to your game which is really unique but I'm wondering, does it work out?
Board_Game_Geek42User is Offline


Tactician
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Posts:2

21 Nov 2015 10:57 AM  
And if anyone has any ideas or if they're creating their own Risk variant, I'd love to start a conversation to generate some ideas
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