Reviving and old idea with new technology. After my experience with the chess game, I think I can handle this and post the game board electronically. Here is the blank board, adding armies is as simple as putting different coloured numbers on the various territories and updating them as we play the game. Here's a sample of the board....I know the fonts are a little messed up looking in some places but I'll try to fix the image quality when we start playing.
Blank board.png (270.18K)
Number of downloads: 0
FORUM RISK RULES - mk 1.0
Ground Rules / Dispute resolution
- An adjudicator is selected for the game which should be the guy updating the board in the forum. The adjudicator may play in the game but is held to the highest standard of honesty and integrity. The adjudicator for the round must be agreed upon unanimously. The adjudicator continues to administer the game to its conclusion even if he/she has lost all his territories or has surrendered.
- It is assumed at all times that we are playing by core risk rules, excepting modifications unanimously agreed-upon by all players. This includes house-rules and victory conditions. The core rule book (should it need to be referenced in a dispute) shall be that of the adjudicator.
- All decisions outside the rules will be handled by vote if there is an uneven # of players. In the case of an even # of players, the adjudicator has an extra vote. All votes cast must be in the interest of the game where applicable, not in the interest of individual players
- Honor system on all things to do with game combat / card draws. Obviously, we're going to have to do some things without other players seeing dice outcomes etc. If you cheat, yer an asshole.
- Minor disputes such as #'s of armies on a territory to be ruled by majority, ie: if you say you have 5 but everybody else says 4, then its 4. In the case of no majority, then the lower number is considered correct and all adjust accordingly
- Try to be timely with your turn. If we can get 1 round (each player 1 turn) per day that's good, but no bitching about it. If you're going to be AFK for a bit, try to complete a turn and let the other players know so we can finish our turns while you're away and so that we aren't checking all the time waiting for somebody's turn that will be delayed.
- In the event of a player withdrawal before complete defeat, all his/her territories will become neutral defenders that can no longer make attack moves or exchange risk cards. The player's risk cards will return to the deck.
- Alliances are encouraged and can be handled via PM, but any private message cannot include information about the board not already posted in the main thread. For instance, you cannot make your attacks, then propose an alliance with another player before posting the results of your attack for all others to see. Again, honour system applies
Game Start
Initial board setup and territory assignment
- Territory assignment is random and administered by the adjudicator. Adjudicator deals out the risk cards to the players involved and produces a post with all players' starting territories.
- To prevent early disputes and slight variations in game rule editions, Adjudicator assigns the appropriate number of armies to each player for game start.
- Since placing one army / turn in sequence at the start of the game would take forever by forum post, all players divide their starting armies amongst their territories themselves.
- After army assignments are complete, all players post their starting territories and the adjudicator adjusts the board accordingly.
Turn Progression
Stuff handled by a player on his/her turn
- Turns progress in the order outlined by the core rules: Reinforcements -> Turn in Risk Cards -> Attack -> Fortify -> Receive risk cards. No takebacks or mulligans. Once you do the attack, you can't go back and turn in risk cards. Once you fortify, no more attacks and so on. Honour system.
- Reinforcement phase is handled by the player. # of territories divided by 3 (rounded down) + continent bonuses.
- Risk card turn in for extra reinforcements handled by the player. 2 extra reinforcements on territories owned by you that are part of the set you're turning in. Max 5 risk cards in your possession before you must turn in a set. Same as core rules there.
- Attack / defend rolls are handled by the player doing the attacking, with no correspondence on the forum. Attacks proceed according to core rules (if you roll 3, you have to move at least 3 into the conquered territory etc... etc... you know the drill).
- Since the defender is not present to roll defense die, the defending territory shall use 2 dice to defend at all times unless the # of defending armies is 3 or less at the start of the attack. After this point, the defenders use only 1 die to defend.
- Fortify move consists of 1 or more armies moved from a player's territory to another adjacent territory that the player controls at the end of the turn. One move across one territory border.
- Risk Cards are collected at the end of your turn if you capture at least 1 territory from an enemy player. Each player will draw from his/her own full deck. This is a departure from the standard rules, but its the only way to keep it so that nobody can see the other players' cards.
End of turn
This part concerns what will happen so that the turn can be passed to the next player.
- At the end of his/her turn the player records the relevant pieces of information so that everybody else can follow:
- # of reinforcements received, including those for risk card turn-ins and where they were distributed.
- Description of any attacks including origin and invaded territory, along with numbers before/after the attack
- Number of risk cards in your possession (but not the face values)
- Fortify move origin/destination and # of armies moved
- After a player's post, the turn is considered passed to the next player and the adjudicator (me) will update the board, after which the next player may begin his turn immediately.
CF's turn said:
Currently holding 12 territories. Turned in cards for 10 armies, total 14 reinforcements.
14 Reinforcements distributed
- 12 to Ukraine
- 2 to Eastern Europe
Outcome: Attack with 3 die was pressed until Ukraine has 12 armies and Ural has 0 armies.
Move: Ukraine moves 10 armies to Ural, leaving 2 in Ukraine.
Attacking: Ural with 10 armies attacks Afghanistan with 1 army
Outcome: Attack with 3 die was pressed until Ural has 5 armies and Afghanistan has 1 armies.
Outcome: Attack with 2 die was pressed until Ural has 4 armies and Afghanistan has 0 armies.
Move: Ural moves 2 armies to Afghanistan, leaving 2 in Ural.
Reinforcement: Scandanavia moves 3 armies to Ukraine, leaving 1 army in Scandanavia and 5 armies in Ukraine.
END OF TURN.
Items to figure out before we start
- Victory condition
- Army cap on territories or unlimited armies
- Risk card turn-in scheme. Increasing or fixed? Fixed means set amounts for matching the figures on the risk cards, where: 3 cannons = 10 armies, 3 horses = 5 armies, 3 infantry = 3 armies.
- Rolling attacks allowed or 1 attack per army per turn. For instance, if you have an army of 60 coming out of Australia, are you allowed to mow down 20 1-man territories in one turn or are you able to advance into adjacent territories and no further in 1 turn.
WHO WANTS IN?