RISK Domination VI: Finished!
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  RISK Domination VI: Finished!
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Author Topic: RISK Domination VI: Finished!  (Read 72745 times)
Joe Republic
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« on: March 12, 2008, 06:09:37 PM »
« edited: May 31, 2008, 07:58:23 AM 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 (in no particular order): Willy Woz The Mikado, Josh22, Verily, Meekermariner, Gustaf and TN2024.  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.

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.

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: March 12, 2008, 06:38:32 PM »

 
First map

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





Note that Kansas and South Carolina 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.

----------

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.

The order of turns has been decided randomly, and is shown on the map.


Instructions

Please send me a PM with your deployment orders for your first 4 battalions.  I'll then post an updated map, and we'll repeat.

Do not post your deployments here.
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True Federalist (진정한 연방 주의자)
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« Reply #2 on: March 12, 2008, 09:40:25 PM »

Interesting.  Given the difficulty in holding the plains, it may be a few rounds before Kansas finally falls this game.
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Joe Republic
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« Reply #3 on: March 14, 2008, 07:30:53 PM »

 
Updated map:





Alright, and now the next 4 deployment instructions by PM, please. Smiley
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Хahar 🤔
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« Reply #4 on: March 14, 2008, 07:59:25 PM »

I have no idea what Willy Woz is doing.
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True Federalist (진정한 연방 주의자)
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« Reply #5 on: March 14, 2008, 08:41:28 PM »


I think I may have an idea.  Placing all 4 in Ohio was a risky strategy in my opinion, but gets him out of a probable West Coast fight and unlike placing all his forces in New Hampshire left him with some options as to where to go depending on where other players placed their initial forces and how the four players that go before him play.  If Josh had decided to go after the Southwest instead of the Midwest and TN2024 had built up in Alaska instead of Vermont,  both of which were plausible choices, the Woz would be in excellent shape right now.  As it is, I don't think he's in any worse shape than if he'd gone after the Southwest unless Josh gets impatient and attacks Ohio before Woz goes after the Mid-Atlantic or the Southeast which are the obvious targets for him at present given the first round of builds.
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Willy Woz
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« Reply #6 on: March 17, 2008, 11:03:31 PM »


Yes, I know I've been inactive the past few days...

but, my computer broke and I was getting it fixed.
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Хahar 🤔
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« Reply #7 on: March 17, 2008, 11:04:25 PM »


Yes, I know I've been inactive the past few days...

but, my computer broke and I was getting it fixed.

That too, but it's not what I was referring to. Wink
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Joe Republic
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« Reply #8 on: March 18, 2008, 10:37:35 AM »


Yes, I know I've been inactive the past few days...

but, my computer broke and I was getting it fixed.

Can you please respond to my PMs? Smiley
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Joe Republic
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« Reply #9 on: March 19, 2008, 04:27:37 PM »

Alright, I've gotten tired of waiting for Willy Woz to respond to my reminders.  He has been online, so there is little excuse, and he's only keeping everybody waiting.  Since the Mikado was the next available and applicable person in the sign-up thread, I've asked him to take over and he has accepted.

Here's the newly updated map, reflecting The Mikado's set of deployments:





Again, your next 4 deployments by PM, please.  Smiley
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Meeker
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« Reply #10 on: March 19, 2008, 04:35:09 PM »

Well this is turning out great
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The Mikado
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« Reply #11 on: March 19, 2008, 04:45:49 PM »

Alright, I've gotten tired of waiting for Willy Woz to respond to my reminders.  He has been online, so there is little excuse, and he's only keeping everybody waiting.  Since the Mikado was the next available and applicable person in the sign-up thread, I've asked him to take over and he has accepted.

Here's the newly updated map, reflecting The Mikado's set of deployments:




Again, your next 4 deployments by PM, please.  Smiley

Bwahaha!  Dread the Mad Mullah of Cleveland!  Who knows where his black-clad legions shall strike?

PS.  Thank you, Mr. Woz, for this chance to get my a** kicked again...but I'm going to go out in style this game.
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Хahar 🤔
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« Reply #12 on: March 19, 2008, 06:32:57 PM »

Smiley

Now I get to see some more entertaininng commentary.
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Joe Republic
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« Reply #13 on: March 21, 2008, 02:27:36 PM »

One more time:





Now, your final five deployments, please.  Then we can begin. Smiley
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Хahar 🤔
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« Reply #14 on: March 21, 2008, 05:49:32 PM »

It looks like both Josh and The Mikado have designs on the Midwest, which should be interesting. TN2024 has his eyes set on New England, which is always a good idea, though he may be missing out by not taking advantage of his control of Old Virginia. Gustaf's masing his forces out west, while Verily is doing the same in the South. Meekermariner is hedging between the two, and'll probably get knocked out in both.

My prediction:
1. Verily
2. Gustaf
3. TN2024
4. Josh22
5. The Mikado
6. Meekermariner
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The Mikado
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« Reply #15 on: March 21, 2008, 06:46:08 PM »

It looks like both Josh and The Mikado have designs on the Midwest, which should be interesting.

Do not attempt to predict the actions of the Mad Mullah of Cleveland, for he knows not what his own designs are...making him completely unpredictable.

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Perhaps...but Verily winning?  He'll be in it for a while, but I wouldn't recommend betting against Gustaf.
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Sensei
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« Reply #16 on: March 21, 2008, 06:59:02 PM »

I like The Mikado, Gustaf, or Verily to win.

Whoever holds western states is going to find Gustaf to be a force, I think.
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True Federalist (진정한 연방 주의자)
Ernest
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« Reply #17 on: March 21, 2008, 07:06:20 PM »

What people who are blithely predicting victories for certain players are forgetting one fundamental thing that is likely to bring many strategies and those who make them to their knees:

Joe is rolling the dice. Tongue
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The Mikado
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« Reply #18 on: March 21, 2008, 07:14:59 PM »

What people who are blithely predicting victories for certain players are forgetting one fundamental thing that is likely to bring many strategies and those who make them to their knees:

Joe is rolling the dice. Tongue

Amen...which is why I don't have a strategy...just a big-ass army.
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Gustaf
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« Reply #19 on: March 21, 2008, 07:17:44 PM »

This looks like an interesting game. But I like TN's position the most right now. There is no immediate threat to him and his region will be easily assumed.
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Sensei
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« Reply #20 on: March 21, 2008, 07:18:47 PM »

This looks like an interesting game. But I like TN's position the most right now. There is no immediate threat to him and his region will be easily assumed.
yeah, he may do what Fezzy did last game and win from New England and expand south and west.
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Verily
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« Reply #21 on: March 21, 2008, 09:28:52 PM »

This looks like an interesting game. But I like TN's position the most right now. There is no immediate threat to him and his region will be easily assumed.

I have to agree with this, although there is the chance that The Mikado prefers the Mid-Atlantic to the Midwest: easier to hold if he can beat TN, depending on dice rolls, and Josh has already fortified the Midwest heavily enough that the winner of that battle would have a lot of trouble anyway. The Mikado moving into the Mid-Atlantic would make TN's position much less desirable.
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Joe Republic
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« Reply #22 on: March 23, 2008, 11:51:50 AM »

 
And at last, we're ready to go!:








General Josh22, it is your turn.  You have 3 reinforcements.


+ [8 states ÷ 3 = 3 reinforcements]
+ [No regions controlled]
= 3 reinforcements
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Josh/Devilman88
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« Reply #23 on: March 24, 2008, 06:24:04 AM »

All in MO, Attack IN with IL, Attack IA with MO, Attack MN with WI.
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Joe Republic
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« Reply #24 on: March 24, 2008, 07:11:59 AM »

All in MO, Attack IN with IL, Attack IA with MO, Attack MN with WI.


Reinforcements

All 3 battalions have been deployed in Missouri, where there are now 10 in total.




Attacks

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

Josh22 [2] rolls 2 dice: 3 1
Gustaf [1] rolls 1 die: 5
Josh22 loses 1 battalion

Josh22 [1] rolls 1 die: 6
Gustaf [1] rolls 1 die: 3
Gustaf loses 1 battalion

Josh22 conquers Indiana and places 1 battalion there, leaving 1 behind in Illinois.

----------

Missouri invades Iowa (Verily) with 9 battalions available to attack, while 1 battalion will defend.

Josh22 [9] rolls 3 dice: 4 2 1
Verily [1] rolls 1 die: 5
Josh22 loses 1 battalion

Josh22 [8] rolls 3 dice: 6 3 2
Verily [1] rolls 1 die: 4
Verily loses 1 battalion

Josh22 conquers Iowa and places 8 battalions there, leaving 1 behind in Missouri.

----------

Wisconsin invades Minnesota (Meekermariner) with 2 battalions available to attack, while 1 battalion will defend.

Josh22 [2] rolls 2 dice: 6 6
Meekkermariner [1] rolls 1 die: 6
Josh22 loses 1 battalion

Josh22 [1] rolls 1 die: 3
Meekermariner [1] rolls 1 die: 2
Meekermariner loses 1 battalion

Josh22 conquers Minnesota and places 1 battalion there, leaving 1 behind in Wisconsin.

----------


Awaiting further instructions

Temporary map
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