Forums
Subject: Unite and Conquer
Prev Next
Please login to post a reply.

Author Messages
DearCyrusUser is Offline


Tactician
Tactician
Posts:8

14 Jul 2013 5:31 AM  

               Please take a look at the RISK variation that my freinds and I have put together. We have been playing this game annually for the last five years. It is a lot of fun and can lead to some amazing memories. Please give it a look , supply feedback, and more importantly, Let me know if you try it!                                     

                              Game Overveiw:

     This game is played with 4 teams, with 4 players per team; a total of 16 players. Every team has a Captain. There is a specific area designated as “home base” for each team. There will also be a designated battle room, where all of the actual game-play takes place. Time flow in this game is measured in three ways: TurnsRounds, and Rotations.

o    turn begins when a player places reinforcements, and ends when he collects earned cards.

o     Round is when all four players in the battle room have had their turn.

o    After four Rounds have transpired -16 turns, that is one Rotation.

o    Teams are allowed 3 minutes to strategize between rounds. The moderator will give a 30 second warning to each team before the next round begins.

Each player on a team will assume the role of the General that is assigned to them by their team Captain. Each General has his own special strengths and weaknesses. At the beginning of every Round, one General from each team will be stationed in the battle room to act as their team’s Commander for this Round. That person will do the invading and defending for this Round in behalf of his team mates.

A new player can replace one who leaves during the game, but no one can change which General they are, or play the roles of two Generals. If a new team member is recruited, they can assume the rank of the player they are replacing.

The acting Commanders must present their General Cards in the Battle Room at the start of their Round in order to receive the bonus associated with their generals.

Stealing from other teams is allowed. This includes any cards or game pieces in the possession of other teams. However, physical force may not be used to take items from other players, and forcible entry to an opposing teams base is prohibited. Players who break this rule of conduct will be ejected from the game. Stolen items are returned to their original owner at the end of the rotation during which they are stolen.

                                                Capitals:

After the territories have been distributed, each team chooses an occupied territory on which to place their capital. Each original capital has a defending value of 5 units. This is in addition to any units already on the territory. If a team starts an attack on a capital, but is unable to complete the invasion, once the attacking teams turn is over, the capital will return to its 5 unit defending value. When a team captures a capital, the capital becomes theirs (with the exception of rule #3 under the subheading “Purchased Capitals”), with a defending value of 5 units.

When a team receives their reinforcements, one extra unit is received per capital. This extra unit must be placed on the territory where the capital is located.

If all of a team’s capitals are captured, they do not automatically lose. However, they will not receive any reinforcements as conscription of troops is a political action and the government has been toppled. They must capture a capital with their remaining forces, or build one, after which they can receive reinforcements.  

                                     Purchased Capitals:

        Each team has the opportunity to establish additional capitals throughout the game board. A team is restricted to one capital per continent. Opposing teams can have capitals established on the same continent.

In order to establish additional Capitals, your team must be in possession of four Victory Cards (See Effect Cards/Victory Cards) and three Risk cards which could otherwise be turned in for reinforcements. All of these cards must be turned in in before a Commander places reinforcements. In return, the team gets 1 Capital to place on any qualifying territory they control.

If a team gains control of a second capital on the same continent as another capital they control, one of the two must be razed immediately. The capturing team’s Commander decides which capital to raze. There is no bonus for this.

                                     The Cards:

1.) Risk Cards:

Risk Cards are given to Commanders at the end of their turn if they have captured one or more territories. Each Risk Card has one of three images on it, or all three. When a team has collected one card with each picture on it or three of one image, they can trade them in for reinforcements. Risk Cards with all three pictures are Wild. Teams cannot possess more than 5 Risk Cards at a time.

2.)Victory Cards:

There are 16 Victory cards in this game; one per General. Each card can be earned only by the General it is assigned to. When a General captures one or more territories during his command, he is given his victory card. Victory cards are necessary for earning Effect Cards as well as establishing new capitals.

3.) Effect Cards:

Once a team has collected all 4 of their Victory Cards they can trade them in for 1 Effect Card. The Effect Cards are all different with their own advantages and disadvantages.

                                              The Battle Room

        The master risk board is kept in the battle room, while each team will have a board at their base with which to keep track of unit movements, and use for strategic purposes. Victory or defeat is determined by what transpires on the master risk board in the battle room. Changes to the master board are prohibited outside of the supervision of the moderator.

        While in the battle room, the commanding officers are allowed to take notes on changes to the board with the supplies provided by the Moderator. While the Commander is in the battle room, the Generals left at the base can work on developing a strategy, or try to gather information on other teams. 

        Any items a General may wish to have need to be brought into the battle room before the Round begins. Once the Round begins, and the first attack has been declared, Commanders may not leave the battle room to retrieve any forgotten items.

        

                                                 Moderator

        The purpose of the Moderator is solely to monitor the progression of the game. This includes the timing of both play and strategy  periods and resolution of any disputes that may arise. The Moderator will base all decisions in accordance with the Rules set forth in this document as well as the  original RISK rule book.  If a dispute is not directly  discussed in either set of rules, the Moderator will make  a final ruling to determine whether the actions in question are in line with the spirit of the game. Once decided upon, the Moderators rulings will be considered to have set precedence for all future games and as such, will be added to the Amendments section of this Document for future reference.

In the event that the representatives from each team unanimously decide that the ruling is biased or otherwise ill suited to be added to the rules, they will decide as a group the proper course of action. They will not be allowed to consult with anyone outside of the battle room.  Once the group of representatives has decided on a course of action, precedence will be set on their ruling, and it will be added to the amendments. In the case that such a dispute arises outside of the battle room, the unanimous decision must be come to by the team captains.

The Amendments section may be different in each city of play, and eventually divergent rules may occur. In these cases, Only the Amendments written in the Printed copy of the rules being used apply. Any new Branches of play may consult the Amendments of an established Branch and vote to “pre-accept” their set of Amendments prior to their first game.

                                            Generals

Air General-

  • Can perform a special air strike, jumping one territory.
  • 1 D8 upgrade for attacks on interior territories. (Air attacks)
  • 2 D8 upgrade for border attacks. (attacking with land and air forces at the same time)
  • 1 D8 upgrade for defending. (has air support)
  • For 1 turn after an air strike you can’t defend with a D8.
  • When attacking Gunner, attacks only with D6 and Gunner defends with all D8.

Gunner-

  • Attacks with 3 D8.
  • Defends only with D6, Unless attacked by Air General.
  • When attacked by Sea Dog, Sea Dog attacks with 2 D8 upgrades.

Sea Dog-

  • Can attack from any coastal territory to any other connected coastal territory.
  • You can only attack in one theatre of war per turn. ( i.e. Pacific Ocean)
  • Defends with a D8 upgrade on sea.
  • When attacking from sea; uses 1 D8 upgrade (2 D8 upgrade vs. Gunnery Sgt).
  • Attacks only with D6 when on land.
  • When attacking a coastal territory defended by The Specialist, Sea Dog attacks only with D6 while The Specialist defends with all D8.

The Specialist- (Spymaster)

  • Always defends with all D8. (due to spy reports of activity)
  • When The Specialist's team is attacked, can do an emergency fortification from any connected territory, to the defending territory. The newly fortified territory can not be used to fortify any other territories until the next Round.
  • Cannot do the above mentioned fortification when "special attacked" by the Air General. (because it is a quick air action)
  • Attacks only with D6.

The Order of Turns:

  1. Place reinforcements
  2. Turn in desired cards
  3. Attack
  4. Fortify
  5. Collect any cards earned

                

 

                  Amendments

 

The articles herein shall be considered by all to be of equal value as the rules set forth in the preceding document. Amendments shall not supersede any existing Rules, but merely supplement any gaps where no ruling exists.  All amendments shall be approved by and decided upon by the Moderator in accord with the policies previously outlined.

 

 

Logo for Google Drive

 

 

Ehsan HonaryUser is Offline


Site Admin
King
King
Posts:268


25 Jul 2013 1:10 PM  
Thanks for posting the detailed variation. Of the entire set of rules, what stands out for me is the concept of battle room. The setup manipulates the information flow preventing people in the battle room accessing the behind the door diplomacy that could be going on with the other players.

To work, everyone must be able to see the board though those who are actively engaged in the battle should not be able to communicate with the other team members or anyone else outside the battle room. Not sure how you would implement this.

The setup can easily lead to a lot of interesting diplomacy where people outside the battle room agree to something while the generals might be unaware of what the "politicians" have agreed on. Equally, the generals can make pacts on their own without consulting with the rest. At this point it would become a game of trust. Friend or foe, everyone's actions would be under scrutiny.

Anyway, good effort and let us know how the games go when you run them.

Ehsan Honary
DearCyrusUser is Offline


Tactician
Tactician
Posts:8

25 Jul 2013 10:09 PM  
Thanks for going over these rules... I know it can be a lengthy read.
When a round is over, the active player returns to the base and updates their teams board. This is used for tracking of troop movements, and therefore requires team mates to trust the Intel being supplied for the planning phase.
Our next game is planned for August 31st, and I would be happy to let you know how it goes.If previous years are any indication it should be epic!
Please login to post a reply.
Forums > RISK > Risk Game Variations > Unite and Conquer