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× Talk about the latest and greatest AT, and the Classics.

Anyone have a good vanilla RISK varient?

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02 Jun 2009 08:36 #31132 by Ska_baron
Yep - pretty much what I'm looking for. I'm gonna have a bunch of friends over and some expressed interest in playing Risk. I've just got the regular variety, but wanted to suggest a varient that might keep things around 2 hours or so for 4 players.

There's one about having a capital territory, right?

Maybe a round limit?

Anyone?

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02 Jun 2009 09:14 #31135 by Aarontu
Capital Risk and Mission Risk are good variants. Unless your copy of Risk is really old, it probably has rules and cards included for them.

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02 Jun 2009 09:48 #31142 by Shellhead
Flip the board when it gets down to two players. That is the only possible exciting conclusion to a game of Classic Risk.

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02 Jun 2009 10:03 #31143 by ChristopherMD
If someone controls more than half the countries they win.

Then flip the board.

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02 Jun 2009 10:31 #31147 by Aarontu
If you don't have the secret mission cards, the rules for Capital Risk are pretty simple: After everybody has claimed territories, each player picks one of his territories to be his "Capital" (put a capital marker on it or something). You win by capturing all capitals. I don't think there's any penalty for losing your capital or benefit for having more than one (other than winning).

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02 Jun 2009 11:46 #31162 by Ska_baron
Thanks Aaron!

Yeah - I found a copy of the rules, and that sounds like the way to go. And I'm pretty sure I do have the secret misions. Maybe I can combine the two. You have to have your capital and either complete your secret mission or get all other capitals.

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02 Jun 2009 20:46 - 02 Jun 2009 21:00 #31211 by Ryan B.
This is a rules set variant, created back in 2006, which we used in conjunction with the Risk rules for a version of the game that was out just a few years ago.


Colonial Risk
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1. Note *New* “Scale”: ... 1 soldier = 1 army ... 1 cavalry = 3 armies ... 1 cannon = 5 armies

2. *New* 2 Player Set-UP: If playing with 2 people. You will no longer use “neutral” countries or any applied “neutral” rules in the 2 player set-up. After placing one army to mark each territory you own, you will instead take 11 cavalry unit pieces = 33 armies and 5 cannon unit pieces= 25 armies. This bulks up the beginning armies you start with to 65 additional units. Take turns placing 2 unit pieces apiece on the board (without concern to the number of armies the unit pieces represent). You will make 8 placements of 16 unit pieces. This is done in order to speed set-up of the game. Note: you do not exchange the assigned unit pieces for soldier unit pieces.

3. ATTACK “In Force” Rule: On your attack, if you have conquered a territory, you may bring as many armies (in and above the final die roll) as you want... except for the one army that is needed to defend each respective territory. This is a movement that is allowed, independent of your normal turn reinforcement.

4. Mission Card Sets-- Colonial COMMANDERS: Each player receives one each of the following four Mission Risk cards: Captain, Major, Colonel and General, shown face up. During the course of the game these commander cards may be played one time and then discarded. Only one card of the same commander type may be played on a current battle action(s). Whoever makes the decision first to play a card of a particular “type” of commander receives the effect of that commander for the battle action(s). Please review the following table for the attack/defense attributes of each commander card:

• Captain: Play before ATTACK roll: Player receives +1 to one die roll of choice.
• Major: Play before DEFEND roll: Player receives +1 to one die roll of choice.
• Colonel: Play before either attack/defend roll: Player receives +1 to ALL dice in roll.
• General: Use the General to move and fortify armies up to three additional adjacent spaces from what the normal rules allow. This can be used for one turn only.

* Benefits are received for the duration of one attack/defend turn for one territory only.


5. Card Sets: All rules for what is needed or required before being able to turn in card sets still apply. Upon completion of what is required: Roll 2 dice and follow the diplomatic result below.


Colonial Diplomacy: (Rule 5) Roll 2 Die and Review the Chart Below:

Roll of 2: Territorial Peace Accord: Pick an opponent. Now pick any territory that is in your opponent’s control and is adjacent to one of your territories. Both sides must remove ALL armies from those two territories, except for the one army that is needed to defend each respective territory.

Special Note: If your opponent has 10 or more armies on a territory, then your opponent may keep up to 5 of his/her discarded armies and may immediately re-place those armies on different territories he/she currently controls.

Roll of 3: Truce: Specify one player. Until it is your turn again, that player may not attack you anywhere on the continent of your choosing..

Roll of 4: Phony War: Nothing happens for turning in this card set.

Roll of 5: Patriotic Fervor: Roll two dice. If you roll “doubles”: receive 12 armies to place in territories of your choosing… otherwise receive 6 armies.

Roll of 6: Reinforcement: You may place 2 armies each, in up to six territories that are under your current control.

Roll of 7: Reinforcement: You may place a TOTAL of 7 armies in any territories that are under your current control.

Roll of 8: Massing of Armies: You are immediately allowed to pick any one territory under your control and move any number of armies in that territory through up to three consecutive spaces you control, to another territory that is also under your current control, if able. You must move armies through spaces (adjacent territories) that you already occupy.

(Remember: a minimum of one army must always be left behind in each territory to defend, however.)

Roll of 9: Treason: Lose 5 of your armies (the opponent you last attacked chooses which armies… he/she cannot cause you to lose any “single” armies whose purpose is to stay behind to defend, however)

Roll of 10; Political Intrigue: Roll the dice twice. Record both roll numbers and then you choose which number you want to “play.” Your opponent (of your choice… before you roll the dice) receives the benefit/detriment of the roll. (Rolls of “2” “3” & “10” in this scenario revert to the same meaning as rolling a “4”.)

Roll of 11; De-Mobilization: Pick 11 territories of any/all opponents. You allowed to mix your choices between differing opponent territories, if you like. You may remove no more than 1 army from each of the 11 territories you pick. You cannot pick single army territories where a minimum of one army must be left behind to defend that territory.

Roll of 12; Conscription: Every territory you currently control receives 1 additional army, up to a maximum of 12 territories)
Last edit: 02 Jun 2009 21:00 by Ryan B..

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