Welcome to a new game of 'RISK Capital'! Six generals will battle it out to out-maneuver their opponents and capture three 'capitals' while holding their own at the same time; using strategy, smarts, brute strength, and a healthy dose of 'risk'.
The six generals who will be playing in this game are:
Peter Bell,
Everett,
Speed of Sound,
Ernest,
Nation and
Josh22. 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 mapThe 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 plus Canada and Mexico. 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 gameThe method by which the states and initial battalions will be distributed will be voted on by all players at the start of the game. This will be explained fully in the next post.
To begin with, all players will be given 30 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).
Once all battalions have been deployed, the players may select which of their states they want to be their 'capital'. Choose wisely, because you will not be able to change it later. That state will remain your capital even if you lose control of the state.
Taking a turnAs in the traditional game, each player's turn is divided up into three stages, which must be performed in order:
1. ReinforcementsEach 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. AttackSince 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.
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 MoveOnce 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.
CardsCards 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; three cavalry; three cannons; or one of each. The values of the sets will also be voted on by the players at the start of the game, which will be explained in the next post.
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 on 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.
CapitalsAs mentioned earlier, your chosen capital may not be changed during the game, even if you lose control of that state.
If any player's army is destroyed, their capital will remain. It will still be considered one of the three opponents' capitals necessary to win.
If, at the end of a turn, one player controls their own capital and three of their opponents' capitals, they have won the game.
Canada and MexicoThe purpose of these two countries is completely surplus to the game. Their function is purely strategic; for example, they might be used as a shortcut between two distant states (e.g. Alaska and Maine), or they might be used as a refuge out of the fray if the going gets tough.
They are initially populated by a small number of Neutral battalions. The Neutral Army will not launch attacks or ever receive reinforcements, but will defend themselves from attack the same way that a normal player would. Once conquered, they are treated the same way as a US state.
You will not receive a card for conquering either of these countries (even if they're controlled by a player), and they will not be included in your number of states for purposes of calculating reinforcements. You may place reinforcements there, and launch attacks from there too.
Clarifications of rulesI'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.