RISK Domination IV: Finished!
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  RISK Domination IV: Finished!
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Author Topic: RISK Domination IV: Finished!  (Read 51141 times)
Joe Republic
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« on: October 23, 2007, 03:21:44 PM »
« edited: December 11, 2007, 04:21:34 PM by Joe Republic »

 
Welcome to a new game of 'RISK Domination'!  Six generals will battle it out to defeat their opponents and conquer the entire United States; using strategy, smarts, brute strength, and a healthy dose of 'risk'.

The six generals who will be playing in this game are: Gustaf, Josh22, Sensei, Fezzyfestoon, Lewis Trondheim and HappyWarrior.  The winner will be permitted to stay on and defend their championship title in the next game.

There are only a few main differences between this version of RISK and the traditional version, which will be detailed below.


The map

The biggest difference is clearly the map we'll be using.  Instead of 42 territories in the world, our map is based on the 50 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.

The red lines signify a border that either doesn't already exist between two states, or is ambiguous.  For clarification, no border exists between Utah and New Mexico and between Arizona and Colorado (the 'Four Corners'), and there is a border between Delaware and New Jersey (check a map; it's there).

Here is the map showing the layout and 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).

So that each player will start with an equal number of states (eight), two states will be neutral, and will start with 3 battalions each.  That number will increase by 1 after every round.  For all intents and purposes, treat them as "up for grabs" for whoever conquers them first.


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.  Those who played in or followed the original games I ran should be familiar with it already.

Basically, 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. Smiley


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 contains a state seal (which represents one state on the map), and a figurine (either an infantryman, cavalry, or cannon).  There is one card for each state (i.e. 50) and 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 depicts the seal of 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 a set of three cards.

Cards are dealt randomly, and the state seal 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. Smiley
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Joe Republic
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« Reply #1 on: October 23, 2007, 04:14:20 PM »

 
First map

Here's the first map, displaying each player's randomly distributed states:






Note that the order of turns hasn't yet been decided; that'll happen in this next stage.

Also note that Arkansas and Connecticut have been randomly designated as neutral states for now.  They'll have 3 battalions each for the first round, and that will increase by 1 more after every round.



Instructions

The next step is for you all to decide how you want your initial 25 battalions to be deployed.  As you can see, I've already taken the liberty of placing 1 in each state for you, which leaves you with 17 to deploy wherever you please.


Please post all of your deployments here.


This stage will also be determining the order of turns as well, as it will be based on the order in which players post their deployments.  So while those who post first will get to play first, those who post last will be able to strategize their deployments based on what the others before them have decided to do.

If a post is edited, the time at which the last edit was made will be used to determine the order of your turn.  If your deployment orders contain a mistake, the subsequent post with the correction will determine the order of your turn.
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HappyWarrior
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« Reply #2 on: October 23, 2007, 04:35:26 PM »

4 in Idaho.  3 in Kansas.  2 in Oklahoma. 2 in Tennessee.  2 in Alabama. 2 each in Vermont and New Hampshire.
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Josh/Devilman88
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« Reply #3 on: October 23, 2007, 04:54:59 PM »

7 in MN and WI, 6 in OH.. 1 in the rest
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Gustaf
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« Reply #4 on: October 23, 2007, 06:11:29 PM »

All of it in Massachusetts.
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Sensei
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« Reply #5 on: October 23, 2007, 06:52:10 PM »


3 in Georgia
4 in Mississippi
4 in Arizona
2 in Virginia
2 in Alaska
2 in Maine
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minionofmidas
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« Reply #6 on: October 24, 2007, 12:34:44 PM »
« Edited: October 24, 2007, 01:10:05 PM by Roter Wedding »

Coming up in a minute or ten. I need to think this over.

Ah, what the heck. All in Delaware.
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Joe Republic
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« Reply #7 on: October 24, 2007, 02:49:30 PM »

 
New map:








General HappyWarrior, it is your turn.  You have 3 reinforcements.


+ [8 states ÷ 3 = 3 reinforcements]
+ [No regions held]
= 3 reinforcements
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HappyWarrior
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« Reply #8 on: October 24, 2007, 09:55:46 PM »

2 in Iowa.  One in Tennessee.
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Gustaf
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« Reply #9 on: October 25, 2007, 03:57:30 AM »


Just so you know, you're allowed to post your attacking orders right away too...it kind of saves time since the turns take long enough as it is. Wink
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Gabu
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« Reply #10 on: October 25, 2007, 04:09:32 AM »

I'll never really quite understand why people have a tendency to spread their reinforcements across multiple disconnected states... that pretty much makes it a certainty that they will not win; rather, they will merely serve as a hindrance for the advancement of those who don't do that.
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Јas
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« Reply #11 on: October 25, 2007, 04:35:10 AM »

Well, if I can't play, I figure I can provide some game commentary.
My thoughts on the opening set-up...

HappyWarrior
Can certainly take the Midwest immediately, but has no real prospect of holding it without a string of alliances. Is outnumbered in the Southeast and can't hope to wrestle control there in the short term in Sensei decides its worth fighting for. All his Northeastern battalions will be destroyed before Round 1 has ended. Best prospects may lie in the South region, it can be taken on turn 1 and he might just be left alone there for a while.

Overall Prospects: Unlikely to establish himself as a major power. Likely to find himself in a continuous struggle to survive.


Josh22
Strongly committed to the Mideast and can expect to have control over the region after his turn. Whether or not it will be possible to defend the region's considerable border is the crucial question. Given the personalities around him, and previous gameplay it should be clear from which side his border is likely to have to meet it's first assault from. If Josh can use some diplomacy with the right players, he could use this position to establish a strong presence - however, based on past performance, question marks must hang over this general's strategic skills.

Overall Prospects: Opening position shows good potential, but will require skillful play to remain a strongman through the early rounds.


fezzyfestoon
Good opening position established along the Pacific. Should be able to take the region immediately. The only short term worry will be Sensei's men in the Southeast - though even they may be overcome straight away with aggressive play. Should be able to make rapid development and it would be surprising if fezzy isn't involved in this game right down to the wire.

Overall Prospects: Very strong challenger, should be there or thereabouts at the end.


Gustaf
Got himself a good opening deployment - the Northeast is well established as a good opening base for operations. All looked very rosy for the defending champion until the very last moment of deployments when a German battlegroup appeared to the south. There may well be no option but engagement - but it's likely that this decision will actually fall into Lewis's hands as Gustaf is likely to simply tour the Northeast and set up a solid border wall initially.

Overall Prospects: A proven strategist and diplomat - he'll need these skills to win again here. However, his ultimate fate may be decided very early on by developments from Delaware.


Sensei
Battalions stationed in maine and Alaska are immediate write-offs and are unlikely to ever to be engaged on Sensei's instructions. Even with 3 Mid-Atlantic territories, he can't hope to compete with the much stronger forces in the area. Sensei's prospects are limited initially to a Southern strategy - and this won't be easy in the short or medium term - fezzy is likely to provide difficulties in the Southwest and HappyWarrior in the Southeast. By the time his turn comes around, he might find himself already in an untenable position.

Overall Prospects: For Sensei to win he'll need to display supreme tactical nous, negotiate some tough deals and also get the roll of the dice. Unfortunately, Sensei could be forced to leave this game early.


Lewis
A late deployment from Lewis has threw the cat amonsgt the pigeons - deploying his entire force just south of the pre-game favourite setting up a a potentially explosive and costly opening. And yet, Lewis has options - North, South and East all provide possible openings. And it may be that this decision will be forced upon him by the state of play when his turn comes around. Lewis though is likely to face a threatening Black empire to the North and a burgeoning Blue one to the East. The initial set-up indicates that the Southeast may proove weak enough by this stage to simply roll-over. Lewis though has a history of attacking would be emporers before they become too strong - even to his own cost. Make no mistake, Lewi's turn is the one which will set the tone of this game.

Overall Prospects: Not an enviable position, but still a strong one. One suspects he is more likely to be the king-maker, than the king.
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HappyWarrior
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« Reply #12 on: October 25, 2007, 07:33:50 AM »

I'll send two of my units from Kansas into Nebraska.
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Joe Republic
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« Reply #13 on: October 25, 2007, 03:16:41 PM »

I'll send two of my units from Kansas into Nebraska.


Reinforcements

Of the 3 available reinforcements, 2 have been deployed in Iowa, where there are now 3 in total; and 1 has been deployed in Tennessee, where there are now 4 in total.


Attacks

Kansas invades Nebraska (Gustaf) with 2 battalions available to attack, while 1 battalion will defend Nebraska.

HappyWarrior [2] rolls 2 dice: 4 3
Gustaf [1] rolls 1 die: 3
Gustaf loses 1 battalion

HappyWarrior conquers Nebraska and places 2 battalions there, leaving 2 behind in Kansas.

----------


Awaiting further instructions.
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Gustaf
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« Reply #14 on: October 25, 2007, 03:36:52 PM »

I'll never really quite understand why people have a tendency to spread their reinforcements across multiple disconnected states... that pretty much makes it a certainty that they will not win; rather, they will merely serve as a hindrance for the advancement of those who don't do that.

Not necessarily. And the first time we played I don't remember you doing very well either. Wink

Jas: I wont comment much on an ongoing game, espcially one that I'm in myself, but if I could pick any position on the board it would definitely be Fezzy's. There are really no strong concentrations along his border, we're all crowded into the East.
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Joe Republic
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« Reply #15 on: October 25, 2007, 03:41:14 PM »

I'll never really quite understand why people have a tendency to spread their reinforcements across multiple disconnected states... that pretty much makes it a certainty that they will not win; rather, they will merely serve as a hindrance for the advancement of those who don't do that.

Not necessarily. And the first time we played I don't remember you doing very well either. Wink

IIRC, Gabu was doing just fine until Yates - for reasons known only to himself - decided to perform a kamikaze dive right into the heart of Gabu's empire.  Both armies were weakened so badly that you picked them both off at the same time on your next turn.
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Gustaf
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« Reply #16 on: October 25, 2007, 03:43:58 PM »

I'll never really quite understand why people have a tendency to spread their reinforcements across multiple disconnected states... that pretty much makes it a certainty that they will not win; rather, they will merely serve as a hindrance for the advancement of those who don't do that.

Not necessarily. And the first time we played I don't remember you doing very well either. Wink

IIRC, Gabu was doing just fine until Yates - for reasons known only to himself - decided to perform a kamikaze dive right into the heart of Gabu's empire.  Both armies were weakened so badly that you picked them both off at the same time on your next turn.

I never said anything else...my point was simply that there isn't a single way to victory. It depends very much on the circumstances.
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Joe Republic
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« Reply #17 on: October 25, 2007, 03:45:08 PM »

Oh I know, I wasn't making any particular point.  Just reminiscing is all... Smiley
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Josh/Devilman88
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« Reply #18 on: October 26, 2007, 08:43:42 AM »

Wow, he is taking a very long time....
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Joe Republic
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« Reply #19 on: October 26, 2007, 02:46:22 PM »

I've sent him a reminder.
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Јas
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« Reply #20 on: October 26, 2007, 02:50:07 PM »


Déja vu.

I've sent a reminder to Hannibal.  If we get no response by later tonight, I'll open his spot up to MAS117, who was the next person on the sign-up list.

Alright, there's still no response from Hannibal, so I'm afraid I'm going to have to remove him from the game.
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Joe Republic
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« Reply #21 on: October 26, 2007, 02:55:37 PM »

Yeah, I was thinking that too.  But second chances, etc.
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Јas
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« Reply #22 on: October 26, 2007, 02:56:55 PM »

Yeah, I was thinking that too.  But second chances, etc.

Fair enough.
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HappyWarrior
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« Reply #23 on: October 26, 2007, 09:13:49 PM »

Sorry, thought my turn was up.  :-p   I'll attack into NC from TN with two troops.  Thats it for my turn.
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Gabu
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« Reply #24 on: October 26, 2007, 09:40:09 PM »
« Edited: October 27, 2007, 12:01:09 AM by SoFA Gabu »

I'll never really quite understand why people have a tendency to spread their reinforcements across multiple disconnected states... that pretty much makes it a certainty that they will not win; rather, they will merely serve as a hindrance for the advancement of those who don't do that.

Not necessarily. And the first time we played I don't remember you doing very well either. Wink

Well sure you can still win if the other players self-destruct, but it still doesn't seem like a terribly good idea from a strategic standpoint.  You're screwed if you can't make a substantial foothold at the start, and while spreading your forces out doesn't ensure that that won't happen, it at the very least increases its likelihood.

Just look at the results from previous games:

RISK Domination I: Jas won, who loaded all of his guys in Alaska.

RISK Domination II: You won, and you loaded most of your guys in the Pacific.

RISK Domination III: You won, and you loaded most of your guys in Texas.

RISK Mission I: I won, and I loaded all of my guys in the Southeast.

RISK Mission II: Ernest won, and he loaded most of his guys in Texas.

RISK Capital I: Everett won, and she loaded all of her guys in Washington and Montana.

In fact, I can't find a single RISK game played on this forum in which someone won who didn't go down this route of initial deployments.
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