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Subject: Two player variant
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King
King
Posts:232

15 Mar 2007 5:17 PM  
I propose a two player variant, which is played as a tournament.

Play proceeds as in regular risk with the exception that a doubling cube is employed. A doubled game is worth two points, a redoubled game is worth four points, etc.

The players continue play until a specified number of points is won. For example if the match were an 11 point match, the first player to reach 11 points won would win.

JSBJoeY
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King
King
Posts:232

15 Mar 2007 5:17 PM  
this is how i usually play the game. I divide up the cards up into as many

piles as their are players. Yes some get more countries but then some get

more guys on the fewer countries they have. Then they choose a stack and

put the appointed amount of guys on their countries of their choice each

person putting down one guy in order of dice rolled. then you play. free

move only to one adjacent country not the pipe line and if you forget to

get your guys, you are SOL. thanX

jake mercer
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King
King
Posts:268


15 Mar 2007 5:21 PM  
Thanks for the feedback and I'm glad that you have managed to find out the interesting starting rules for allocation of countries to people.


Ehsan Honary
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King
King
Posts:232

15 Mar 2007 5:24 PM  
I suppose you could play basically the exact same rules, but with a few

altercations. Instead of having the card reinforcements go

4,6,8,10,15,20,25 and so on, just have them go 4,5,6,7 and up by one each

time. That would make the game a bit more challenging, and noone could just

cash in and get over 50 armies. This happened to us in a game the other

night. Someone with one country cashed in and received 70 armies. The game

never ended, so I suggested that we just add one army to the card

reinforcements. In theory that could prove to be a shortened game. Also you

could try to make a time rule for turns. That probably wouldn't work out

well, but you could try it.

Eric
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King
King
Posts:232

15 Mar 2007 5:27 PM  
We start with the cards deal face down, and put your armies in the blind (

all the armies) on the cards, then place armies on countries. Makes

interesting as strategies are not pre-arranged

Don
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King
King
Posts:232

15 Mar 2007 5:28 PM  
One of the most interesting variantions, in my opinion, is to make your own board. By doing this, you can taylor it to suit the playing styles of the peole you play with. Or to screw with the other people's minds. it is a lot of fun.

Victor
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King
King
Posts:232

15 Mar 2007 5:29 PM  
I lost the rules to my Risk game about 20 years ago and we’ve always kicked

off by dividing the cards between the players and placing your armies on

the countries represented. In my ignorance I always thought that was the

best way as it avoided everyone starting off with the same repetitive

strategy.

snake eyes
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King
King
Posts:232

15 Mar 2007 5:30 PM  
Mark or these following location- U.N. Jerusalem, Egypt, Brzila D.C. draw a

short line between each location to make a squiggle circle. The idea is

that a peace treaty start sat U.N. and move through each rejoin after each

players turn. When it hits one of the listed spots roll and get better than

a 3 to ratify if not stay there until it dose. Note: treaty can not move

through a rejoin that is in defiance that turn. When it has been ratified

in dc move to U.N. and whom ever has the most power. # of rejoin + 0%of

your troupes wins. If you kill all others you win and if special mission

use one of the cadres that are invalid: kill all X colur as the control all

listed spots

ron
cyray7User is Offline


Diplomat
Diplomat
Posts:121

03 Jun 2007 10:27 PM  
which games are doubled, i dont really understand that part? do you choose? or is there a pattern?
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Forums > RISK > Risk Game Variations > Two player variant