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Subject: risk mission cards
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Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:41 AM  
i would like to hear about new dieas for missions and if someone konws about a web page where i can find more missions i would appreciate it.

jose
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:41 AM  
When my friends and I have played mission risk in the past, we have a rule that states if your mission is to kill another color, but another player kills that color (and thus...your mission would be finished), you then have to kill whomever killed that color off instead.

It makes the game harder to predict (and harder to win in some cases), but I think it also prevents players from not earning their victory by letting someone else do it for them.
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:41 AM  
I've got the newest version of risk, and it has 4 difficulties of missions, the idea being that you take one of each so you have multiple missions to accomplish. the main difference in the rules is that when you get down to one mission, you have to reveal it to everyone else, which will invariably turn the whole board against you.
For other variations, copy and paste the following URL: www.members.tripod.com/~mal1/risk.html
Other than that, try the Risk FAQ that you can access through the links on this site, and from there it has a link to Risk in the Yahoo directory. If you can't find anything from that, I can't help you!

Fuegan
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:41 AM  
Here is another kind of mission:

Pick three cards from the standard Risk deck. If you already own the territory on one of the cards, replace that card with another one (replace Jokers as well). Your initial mission is to own those three territories simultaneously at the start of a turn.

Once you have completed that mission, show the other players and return the cards to the deck, then pick three new cards for your next mission. You win the game when you complete your third such mission.

Optional rule: a player can swap one of their mission cards for a new one at the cost of missing one turn (but they must not already own the territory, as usual).

It gets interesting trying to work out which territories the other players are trying to keep ...

Requires honesty from players.

David Fisher
Sydney, Australia
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:42 AM  
I never really liked misson risk. Maybe owning a continual strip of land from a certain territory to another? Give each player a differect strip, but make it long, like Greenland to the Middle East, or Argentina to Mongolia. It would be interesting to see players trying to mask this, and each misson would have multiple outcomes.

Crazy_Nut
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:42 AM  
I bought a Risk game with 28 Mission Cards. I have a small problem understanding some of the missions , like :
" Have twice as many units in 1 territory as any 1 has in 1 territory".
I think this mission can be understood in 2 diiferent ways, or my English is pretty bad ?
Can somebody that has a game like this help me ? I think there are 2-3 cases with missions that can be understood differentlly.

Thanks,
Robert
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:42 AM  
I've never heard of a mission like that. The nearest I recall is that you must have at least two units in each territory you control, and it tells you how many territories you need to control. So, something like "must control 25 territories, and have at least two units in each"
cyray7User is Offline


Diplomat
Diplomat
Posts:121

03 Jun 2007 9:54 PM  
[QUOTE]Imported Post wrote
When my friends and I have played mission risk in the past, we have a rule that states if your mission is to kill another color, but another player kills that color (and thus...your mission would be finished), you then have to kill whomever killed that color off instead.

It makes the game harder to predict (and harder to win in some cases), but I think it also prevents players from not earning their victory by letting someone else do it for them.
[/QUOTE]

I would find that awesome! Lets say you destroy your enemy, except they have one more territory. Then, another player just comes in and sweeps him down; it makes your job harder and more ineresting! Also, it makes the game more challenging, as noone else can do the work for you. In addition, the other players don't have to worry about "accidentally" completing your mission.
clonyxUser is Offline


Tactician
Tactician
Posts:1

12 Jan 2008 4:31 AM  
Help!!!!!!,

Unfortunately I have the previous version of Risk (1998), and It just has 12 mission cards. (Purchased 2 months ago :( duh!! )

I really appreciate if you post the new missions texts and levels thus I can build my own cards and play the new version.

thank you
The PlayerUser is Offline


Strategist
Strategist
Posts:38

12 Jan 2008 7:51 AM  
I bought mine in 1992 so it doesn't even have mission cards! I like to know too. So I am afraid I can't help you there. Hope someone knows.
kristalUser is Offline


Tactician
Tactician
Posts:2

05 Feb 2010 3:33 PM  
Could someone please give me a list of the missions of secret mission risk?

Thanks a lot!
kristalUser is Offline


Tactician
Tactician
Posts:2

05 Feb 2010 3:36 PM  
super please with bambyeyes.................
gunnsaUser is Offline


Tactician
Tactician
Posts:1

04 Apr 2010 1:28 PM  
Ok... here are the mission cards from my Risk. They are in the following groups:

MAJOR:
Control 2 continents. Play at the: Start of your turn.

Conquer 1 territory on 3 continents. Play at the: End of your turn.

Take 1 territoy from each oponent (2 from each in a 3-player game). Play at the: End of your turn.

Have more units in any 1 territory then everyone else has in 1 territory. Play at the: Start of your turn.

Make 3 successful invasions across water. Play at the: End of your turn.

Conquer 7 territories. Play at the: End of your turn.

Control 12 territories (15 in a 3-player game). Play at the: Start of your turn.

GENERAL:
Conquer 12 territories. Play at the: End of your turn.

Destroy 15 enemy units. Play at the: End of your turn.

Gain 18 reinforcements this turn. Play after you: Gain reinforcements.

Conquer 1 territry on 5 continents. Play at the: End of your turn.

Control more territories than everyone else. Play at the: Start of your turn.

Control Asia. Play at the: End of your turn.

Control 3 continents. Play at the: End of your turn.

COLONEL:
Gain 14 reinforcements this turn. Play after you: Gain reinforcements.

Have the most units on the map. Play at the: Start of your turn.

Have twice as many territories as any 1 enemy. Play at the: End of your turn.

Control North America. Play at the: Start of your turn.

Conquer 1 territroy on 4 continents. Play at the: End of your turn.

Destroy 12 enemy units. Play at the: End of your turn.

Control Europe. Play at the: Start of your turn.

CAPTAIN:
Conquer 1 terrotry on 2 continents. Play at the: End of your turn.

Control 1 continent. Play at the: Start of your turn.

Make 1 successful invasion across water. Play at the: End of your turn.

Control 3 territories on 1 continent. Play at the: End of your turn.

Gain 5 reinforcements this turn. Play after you: Gain reinfrocements.

Conquer 4 territories. Play at the: End of your turn.

Control 2 islands. Play at the: Start of your turn.

Hope this helps :)
The PlayerUser is Offline


Strategist
Strategist
Posts:38

06 Apr 2010 4:26 PM  
Thanks gunnsa for your fantastic comment.

That was a long wait, but I guess was worth it....

Monty PythonUser is Offline


Tactician
Tactician
Posts:3

03 Jun 2010 2:18 PM  
Mission Risk is for people who want to save time instead of playing for hours on end.
Capitol Risk is better if you play with 5/6 players
But plain old Risk is the best.
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