There are only a few main differences between this version of RISK and the traditional version, which will be detailed below.The mapN.B.: I've misplaced the image files I used for the previous games, but they were rather unwieldy anyway so I've decided not to replace them. Instead I'll be using Dave's forum-based map generator. This has forced a few changes, hopefully not too dramatically.
The biggest difference is clearly the map we'll be using. Instead of 42 territories in the world, our map is based on the 48 contiguous states of the US. This difference has forced a few more rules to change; e.g. the number of initial deployments, the number and layout of the regions, etc.
For clarification, no border exists between Utah and New Mexico and between Arizona and Colorado (the 'Four Corners'); there is no border between Massachusetts and Maine; and there is
a border between Delaware and New Jersey.
Here is the map showing the layout and bonus value of the regions (which will be explained later):Starting the game
The states will be distributed randomly, and the method by which the battalions are deployed will be explained in one of the next few posts.
To begin with, all players will be given 25
battalions each to deploy among their states at the start of the game. All battalions must be deployed, and each state must contain at least 1 battalion (at all
times throughout the game).Taking a turn
As in the traditional game, each player's turn is divided up into three stages, which must be performed in order:1. Reinforcements
Each player will receive a number of battalions equal to their number of states divided by three, rounded to the closest whole number. A minimum of three battalions is granted even if that formula would equal less than three. So, for example, if a player controls 11 states, they'll get 4 reinforcements (11/3 = 3.7).
For easy reference:
10 states or fewer = 3 reinforcements
11-13 states = 4 reinforcements
14-16 states = 5 reinforcements
17-19 states = 6 reinforcements
20-22 states = 7 reinforcements
And so on.
Players will also receive a bonus number of reinforcements if they control any of the regions as shown in the map above at this point of their turn. The number of reinforcements they'll receive depends on which region(s) they control, and those numbers are given in the table in the map itself.
Players may also trade in any sets of cards at this point too. Cards will be explained in more depth later. This is the only stage of your turn in which you may trade in cards.2. Attack
Since this is a message board based game, I've had to employ a slightly different method to ensure that attack phases are performed efficiently and as quickly as possible.
All you need to do in this stage is post how many battalions you're sending to attack a neighboring state, how many of them you're willing to risk losing before calling a retreat, and how many battalions you want to leave in that state if you conquer it.
On that last part, you'll need to leave a minimum of three battalions there; if you attacked with less than three battalions, then you'll just have to keep however many battalions you used there. Unless you specify how many battalions you're putting in your conquered state, I'll assume you want the maximum there. If you say that your attack order is to "do or die", then there will be no retreat and the maximum number of battalions will be left in the conquered state.
You may attack as many states as you want during this stage, or none at all if you wish. But always remember to leave at least 1 battalion in each of your states at all times.
If you conquer at least one state during this stage, you'll receive one card. You will not receive any more than one card per turn, unless you destroy an opponent; in which case you receive any cards they were holding as well.
The dice rolls are performed using an online random number generator, found here
. You'll just have to trust me that I'll do it fairly. 3. Tactical Move
Once you've finished your attack phase, you may perform a tactical move if you wish. You can move as many battalions as you want from one
of your states to one
neighboring state (remembering to leave one battalion behind, of course). You may only perform one tactical move each turn.Cards
Cards work on exactly the same principle as in the traditional version. In this version, each card represents one of the 48 states, and a RISK figurine (either an infantryman, cavalry, or cannon). In addition to the 48 state cards, there are two wildcards.
Once you've collected a 'set' of three cards, you may trade them in at your next turn for more reinforcements. A set of cards can be: three infantrymen (worth four extra battalions); three cavalry (worth six extra battalions); three cannons (worth eight extra battalions); or one of each (worth ten extra battalions).
On trading in your cards, you'll receive an additional 2 battalions for each card that represents a state that you control. Those battalions will only be placed in that particular state.
The wildcards do not represent any state, and are simply a stand-in figurine in order to make any set of three cards.
Cards are dealt randomly, and the state represented on each one will not have any deliberate connection with states you conquered during that turn.
Your cards will be sent to you by PM, and it is your responsibility to keep them secret. I'll be keeping a record of who has what card, for organization's sake.Clarifications of rules
I've tried to make sure everything is clear here. However, if you want me to clarify any of the above rules, I'll be happy to do so.