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==Rules== '''Pieces''' * Units are a bazillion identical plastic bits. Everyone has plastic bits of a different colour so you can tell who owns what. Some plastic bits are different, but those just represent five or ten units. Some others are different because the dog chewed them. * five six-sided dice: three red for offense, two white for defense. * the map of territories. Every territory is adjacent to at least one other territory. The territories are grouped into "continents," and there's a bonus for owning an entire continent at the start of your turn. * a deck of cards. Each card bears the name of one territory and one of three symbols, or few cards have no territory and all three symbols. The symbols are used for making sets; the latter cards are like "wild cards." '''Setup''' * Divide 120 by the number of players; that's how many units in each player's starting army * Players take turns placing one unit each on an unoccupied territory. * When all territories are occupied, players take turns placing extra units in territories they occupy. * Keep going until everyone's deployed their starting army. ** Alternatively, you can set people's starting territories by dealing cards from the deck -- this stops [[That Guy]] from occupying bottlenecked continents like Australia or South America. '''Turns''' * At the start of your turn, you get [[PROMOTIONS|'''reinforcements''']]. These reinforcements can be distributed among any territories you occupy. ** one unit for three territories you occupy ** some more units if you still own an entire continent (around 1 unit for each 2 territories, depends on the map) ** even more units for trading in a set: three different symbols, three identical symbols, or any two cards with a "wild card". The first time a player does this, it's worth 4 units, then 6, then 8, 10, 12, 15, 20 and +5 more each step. If you hold five cards at the start of your turn, you MUST trade in a set right away. ** +2 armies on any territory you occupy that is mentioned in a card set you turn in; this is an exception to the "any territories" mentioned above. * Now you get to '''attack''' as many times as you want or can get away with. ** Pick a territory that you own with more than one unit in it. Pick one of it's neighbours that you don't own. Declare that you're going to fuck shit up. ** You commit one, two or three units to attack. The defender commits one or two units to defend. ** Each side rolls as many dice as units they committed to the fight (usually red for attack, white for defense). ** Compare the highest die from each side. Lower number removes a unit from the attacking/defending territory as appropriate. Defender wins ties. ** If the attacker and defender each committed at least two units, compare the 2nd higest dice. Remove units, blah blah. ** Commit units again, lather, rinse, repeat, unless attacker decides to stop early. ** If defender is eliminated, the attacker must move in at least as many units as dice she rolled in the last attack. ** Attacker must leave at least one unit behind; that means if you're attacking from a territory that has only two units, you can roll only one die, and you must stop when only one attacking unit is left. ** If you still have a surplus of units, repeat the attacking thing from the same or another territory. * When you're done being a bully at your neighbours, you may take one card if you conquered any territories this turn. * At the end of your turn, you may '''fortify''' a territory by moving one group of units from a territory you own to an adjacent territory you own. You must leave at least one unit behind -- you can never abandon a territory. '''Winning''' * When you've eliminated all the other players. : Since you need to attack to really move your units around, and you can only do a fortify move once, and card sets explode as the game drags on... the game REALLY drags on. And it's no fun for the players that got kicked out early, and when it's down to two player's it's pretty obvious who's gonna be whose bitch. The only person who wants to keep playing at this point is the bitch, who thinks for some reason their next card set of 55 units might make all the difference even though the other guy owns Asia AND Europe. :: Or there's some fucker who's been sitting in Australia doing nothing for the past six hours and proceeds to rain shit onto Asia, then invade North America and Europe at the same time, making the game take even longer because he doesn't have the balls to finish the job and the guy who should've won the game is now stuck trying to take down the most annoyingly defensive prick in the game. ::If you play Risk as a drinking game, people care less about how long it takes. ::Any game that needs alcohol to be good enough to play is made of suck, Q.E.D.
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