- Sat Jun 04, 2011 2:47 pm
#15530
No I wasnt joking.jpg (1 MiB) Viewed 2531 times
Yes, that's right. I, along with help from Magerman, Xcronias, and Smithsps, have created a 70x40 playable RISK map on creative server!
Are you willing to ~risk~ it all in a battle of wits against the smartest tacticians on the server? Come on, take a ~chance~. Oh, the puns.
Anyways, here are the rules. They are lengthy because I will also explain how real risk works:
To win: The goal of RISK is simple: conquer all who stand in your way! Be the last man standing in a game of RISK in order to achieve victory.
Alliances / Teams? What are you, a woman? Real men don't need allies. There are no alliances in RISK, although you can agree with another player to have a temporary ceasefire to attack another player. But that is both lame and unmanly.
Starting the Game: Set-Up Phase
1. Every player starts with a "bank" of armies that he must place on the board before the end of the Set-Up Phase. The amount each player begins with varies:
Playing the Game: First Turn
For the sake of easiness, we are going to have the turn order based on color. The turn order can be viewed above the Commander's Skydeck. The colors from left to right will take their turn. Therefore, the order will be:
Step 1: Attack: First, the player decides what territory of his he wishes to battle another territory in order to attempt to conquer it. He must also decide with how many of his armies he wants to attack with. One army MUST stay in his territory while he attacks, though. So if a territory only has two armies, it can only attack with one of them.
Step 2: Fortify: Now that the attacking phase of the turn is over, the player may relocate units from any 1 of his territories to any of his adjacent territories.
Skip Attacking? In a normal game of RISK, skipping is usually allowed. However, to speed things up, MineRealm rules will dictate that a player must initiate an attack.
Every player goes through this turn style until the turn gets back to Player Green.
The Second Turn: Reinforcements
At the beginning of the second turn, all players draft a certain amount of armies. However, these armies are placed along as each player's turn begins. So, Player Green at the start of the second group of turns will be able to place his reinforcements accordingly, but Player White will not be able to do so until it is his actual turn.
The amount of reinforcements every player gets is determined by both the amount of raw territories he controls, as well as bonuses if he controls an entire continent. The bonuses in both instances are as follows:
Territories:
1-7 Territories: 3 Extra Reinforcements
8-12: 4 Extra
13-17: 5
18-23: 6
24-29: 7
30-34: 8
35-39: 9
40-41: 10
42: You... you already won. That's all of the territories on the board.
43: What? Anarctica isn't even on RISK.
44: The moon? Comeon, why do you need armies on the moon?
45: You can't control Atlantis, it doesn't even exist!
Continent Bonuses:
North America (Yellow): 5
South America (Orange): 2
Europe (Light Blue): 5
Africa (Brown): 3
Asia (Green): 7
Australia (Purple): 2
Attacking multiple times per turn? Players in the game may decide how many times a player may attack should he be successful in each attack. This number is represented by a large numbered box in the bottom right corner of the board. By default, it is set to one.
Representing Troops on Minecraft: On MineRealm RISK, 1 army is represented by that player's color wool placed atop a glass block. This is stacked atop each other to represent more armies. The glass blocks in between are to ease the counting process.
Troops must ALWAYS be placed directly right of the territory's sign, for ease of comprehension.
Are you willing to ~risk~ it all in a battle of wits against the smartest tacticians on the server? Come on, take a ~chance~. Oh, the puns.
Anyways, here are the rules. They are lengthy because I will also explain how real risk works:
To win: The goal of RISK is simple: conquer all who stand in your way! Be the last man standing in a game of RISK in order to achieve victory.
Alliances / Teams? What are you, a woman? Real men don't need allies. There are no alliances in RISK, although you can agree with another player to have a temporary ceasefire to attack another player. But that is both lame and unmanly.
Starting the Game: Set-Up Phase
1. Every player starts with a "bank" of armies that he must place on the board before the end of the Set-Up Phase. The amount each player begins with varies:
- 2 Players: 40 armies each.
3 Players: 35 armies each.
4 Players: 30 armies each.
5 Players: 25 armies each.
6 Players: 20 armies each.
Playing the Game: First Turn
For the sake of easiness, we are going to have the turn order based on color. The turn order can be viewed above the Commander's Skydeck. The colors from left to right will take their turn. Therefore, the order will be:
- 1st: Green
2nd: Pink
3rd: Teal
4th: Red
5th: Black
6th: White
Step 1: Attack: First, the player decides what territory of his he wishes to battle another territory in order to attempt to conquer it. He must also decide with how many of his armies he wants to attack with. One army MUST stay in his territory while he attacks, though. So if a territory only has two armies, it can only attack with one of them.
- Rolling the Dice: The attacker rolls up to three dice, depending on how many armies he attacks with. One army = 1 die, 2 armies = 2 dice, 3 armies = 3 dice, 4 and onward also = 3 dice. Defense can roll up to a maximum of two dice following the same rule.
- Once the diceroll is finished by both the attacker and the defender, the highest values of the dice are compared. Ties go to the defender. For example: If the defense rolls a 3 and a 5, and the attacker rolls a 2,5, and 6, the following happens: 6 and 5 are the attacker's highest values, and the defense has 2 dice (3 and 5) to match it. In order of highest to lowest, attackers = 6-5 and defenders are 3-2. Therefore, neither dice on the defending side is high enough to beat the attacker, so he loses two armies. This process continues until the territory is conquered or the attacker calls off the attack + retreats to his province.
Step 2: Fortify: Now that the attacking phase of the turn is over, the player may relocate units from any 1 of his territories to any of his adjacent territories.
Skip Attacking? In a normal game of RISK, skipping is usually allowed. However, to speed things up, MineRealm rules will dictate that a player must initiate an attack.
Every player goes through this turn style until the turn gets back to Player Green.
The Second Turn: Reinforcements
At the beginning of the second turn, all players draft a certain amount of armies. However, these armies are placed along as each player's turn begins. So, Player Green at the start of the second group of turns will be able to place his reinforcements accordingly, but Player White will not be able to do so until it is his actual turn.
The amount of reinforcements every player gets is determined by both the amount of raw territories he controls, as well as bonuses if he controls an entire continent. The bonuses in both instances are as follows:
Territories:
1-7 Territories: 3 Extra Reinforcements
8-12: 4 Extra
13-17: 5
18-23: 6
24-29: 7
30-34: 8
35-39: 9
40-41: 10
42: You... you already won. That's all of the territories on the board.
43: What? Anarctica isn't even on RISK.
44: The moon? Comeon, why do you need armies on the moon?
45: You can't control Atlantis, it doesn't even exist!
Continent Bonuses:
North America (Yellow): 5
South America (Orange): 2
Europe (Light Blue): 5
Africa (Brown): 3
Asia (Green): 7
Australia (Purple): 2
Attacking multiple times per turn? Players in the game may decide how many times a player may attack should he be successful in each attack. This number is represented by a large numbered box in the bottom right corner of the board. By default, it is set to one.
Representing Troops on Minecraft: On MineRealm RISK, 1 army is represented by that player's color wool placed atop a glass block. This is stacked atop each other to represent more armies. The glass blocks in between are to ease the counting process.
Troops must ALWAYS be placed directly right of the territory's sign, for ease of comprehension.