Post by Tyrope on Jun 10, 2010 5:43:57 GMT -5
Current Stage
gameplay paused
Turn 2: Reinforcement Phase (deadline)
Rules
Example Turn
let's play a fictional round with "John", he currently holds north American in full and Egypt aswell.
Stage 1: Reinforcement.
Stage 2: Battle orders
Stage 3: Tactical Move.
Dice
Risk uses 5 types of dice, they are all d12's, but not numbered 1 trough twelve, instead they are numbered:
White(1): 1,1,1,1,2,2,2,3,3,4,5,6.
Yellow(2): 1,1,2,2,2,2,3,3,4,4,5,6.
Orange(3): 1,2,2,3,3,3,4,4,4,5,5,6.
Red(4): 1,2,3,3,4,4,5,5,5,5,6,6.
Black(5): 1,2,3,4,4,5,5,5,6,6,6,6.
the amount of casualties are multiplied by the lowest strength dice in the battle, to speed up the fights. here are the exact numbers of who throws which dice.
White: Att 1-3, Def 1-6.
Yellow: Att 4-7, Def 7-12.
Orange: Att 8-12, Def 13-20.
Red: Att 13-18, Def 21+.
Black: Att: 19+, Def N/A.
for example: a 12men army attacks a territory defended by 11units. roll1 will kill 2 soldiers (yellow being the lowest dice) on the defending team (12vs9), roll2 hits the assailants (10vs9) roll3 kills 2 soldiers on the defence again(10vs7), roll4 strikes the defendants again. (10vs5), at this point, the defender switches to white dice, and rolls will now only cause 1 casualty.
i will rolls normal d12's, and use this list to determine what that side is, (so a red 5-roll would be a 4. and a yellow 2-roll would be a 1.) on the website i will clearly state which dice is used by which country and has which ingame color (not that the pictures provided are random and might not match the actual color)
Players:
Current Map
Last 3 turns:
Turn 1: pre-battle
Turn 1: Reinforcement stage
Assigned countries
gameplay paused
Turn 2: Reinforcement Phase (deadline)
Rules
- Risk II "same-time" rules apply, information can be found on this wikipedia page and below in the "example turn" paragraph.
- "Restricted Reinforcements" apply, meaning that you can only put 1+[amount of bordering territories you control] unit in a territory you control.
- Card trading follows the European rules, being: Infantry=4, Cavalry=6, Artillery=8, Set=10.
- Battles will be resolved left-to-right, in the order:
- Border Clashes (2 territories that cross-attack, this resolves into 1 attack being thwarted, and 1 continuing, draw rolls are ignored.)
- Mass Invasions (2 or more attacking territories attacking the same target, if the defender rolls higher than all of the attackers, he attacks all of them. if not all attackers with a higher-or-equal roll to the defender attacks (a 3,2,1 vs 2 roll resolves in the 3 and 2 dice attacking the defender.)
- Invasions (the standard 1-on-1 battles)
- Spoils of War (if a Mass Invasion was successful, but there are 2 surviving players that were fighting said mass invasion, they fight it off winner-takes-all style.)
- Surge attacks. (in the very rare case that surge attacks result in border clashes/mass invasions, they are again sorted by type, else they are resolved like normal invasions.)
you can order ONLY 1 "surge attack" from a territory you do not own yet per turn (as a chain reaction), this way you can sneak behind the enemy lines to unleash hell in the next turn. - Border Clashes (2 territories that cross-attack, this resolves into 1 attack being thwarted, and 1 continuing, draw rolls are ignored.)
- dice rolls are done trough a website that supports logs, and is open to anybody who wants to look at it, PM me with a valid email address to receive an invite. i am not required to post all dice rolls, but i will if the post isn't that long.
- Stages have a 48hr(2days) deadline unless stated otherwise, there will be a deadline countdown in the first post for every stage.
- Stages will automatically end if every player finished their orders.
- Failure to submit your actions for a Stage results in a prod, missing 2 stages in a row will result in your replacement.
- This set of rules may be extended or modified, with or without prior notice, and changes apply immediately.
Example Turn
let's play a fictional round with "John", he currently holds north American in full and Egypt aswell.
Stage 1: Reinforcement.
I will list the amount of reinforcements that each player gets. John holds 12 territories, and gets 12 units. he gets an additional 6 units for holding North America, bringing him to a total of 18. he PMs me the following:
North Africa 1, Alaska 3, Hawaii 2, Greenland 3, Central America 3, Alberta 5 and egypt 1
after i receive all PMs, or after 48 hrs (whichever comes first) the next stage begins.
North Africa 1, Alaska 3, Hawaii 2, Greenland 3, Central America 3, Alberta 5 and egypt 1
after i receive all PMs, or after 48 hrs (whichever comes first) the next stage begins.
Stage 2: Battle orders
I will post the new map with updated unit count, and every player PMs me their battle strategies for that turn, note that communication is not limited, so feel free to negotiate with the other players.
Let's see what John's doing:
Central America -> Venezuela with 3 units.
Hawaii -> Japan with 2 units
Alaska -> Kamchatka with 3 units.
Greenland -> Svalbard with 1 unit.
Greenland -> Iceland with 2 units.
SURGE Kamchatka -> Japan with 2 units.
Resolvement:
Border Clashes:
Central America(3,white) and Venezuela(3,white) meet at the border, Venezuela slaughters the Central American army and continues with 2 units.
Mass Invasions:
Greenland(1,white) and Scandinavia(4,yellow) attack Svalbard(1,white) and win with 2 Scandinavian losses.
Invasions:
Alaska (3, white) attacks Kamchatka(2, white) and claims victory with 1 loss. Kamchatka is now owned by John and holds 2 units.
Hawaii(2, white) attacks Japan(6,white) and is forced to retreat. Japan is still in ownership of Hank and holds 4 units.
Venezuela(2,white) attacks Central America(2,white) and claims victory with 1 loss. Central America is now owned by Cindy and holds 1 unit.
Greenland(2,white) attacks Iceland(2,white) and gets pushed back. Iceland is still in ownership of Hank and holds 2 units.
Spoils of War:
Greenland(1,white) and Scandinavia(2,white) battle over Svalbard and Scandinavia bites the dust. Svalbard is now owned by John and holds 1 unit.
Surge attacks:
note: since Kamchatka only has 2 units, it could only surge attack with 1, it always try to uses as much as you ordered, if possible.)
Kamchatka(1,white) attacks Japan(4,white) and loses his army. Japan is still in ownership of Hank and holds 3 units.
card awards:
John got a Risk Card for claiming victory in Kamchatka.
Cindy gets a Risk Card for claiming victory in Central America.
[map with new unit count here]
Let's see what John's doing:
Central America -> Venezuela with 3 units.
Hawaii -> Japan with 2 units
Alaska -> Kamchatka with 3 units.
Greenland -> Svalbard with 1 unit.
Greenland -> Iceland with 2 units.
SURGE Kamchatka -> Japan with 2 units.
Resolvement:
Border Clashes:
Central America(3,white) and Venezuela(3,white) meet at the border, Venezuela slaughters the Central American army and continues with 2 units.
Mass Invasions:
Greenland(1,white) and Scandinavia(4,yellow) attack Svalbard(1,white) and win with 2 Scandinavian losses.
Invasions:
Alaska (3, white) attacks Kamchatka(2, white) and claims victory with 1 loss. Kamchatka is now owned by John and holds 2 units.
Hawaii(2, white) attacks Japan(6,white) and is forced to retreat. Japan is still in ownership of Hank and holds 4 units.
Venezuela(2,white) attacks Central America(2,white) and claims victory with 1 loss. Central America is now owned by Cindy and holds 1 unit.
Greenland(2,white) attacks Iceland(2,white) and gets pushed back. Iceland is still in ownership of Hank and holds 2 units.
Spoils of War:
Greenland(1,white) and Scandinavia(2,white) battle over Svalbard and Scandinavia bites the dust. Svalbard is now owned by John and holds 1 unit.
Surge attacks:
note: since Kamchatka only has 2 units, it could only surge attack with 1, it always try to uses as much as you ordered, if possible.)
Kamchatka(1,white) attacks Japan(4,white) and loses his army. Japan is still in ownership of Hank and holds 3 units.
card awards:
John got a Risk Card for claiming victory in Kamchatka.
Cindy gets a Risk Card for claiming victory in Central America.
[map with new unit count here]
Stage 3: Tactical Move.
In this phase every player can make 1 move of an unlimited amount of soldiers to a neighbouring territory.
John decides to take central America back next turn, so he reinforces the Western US with all he can in Alberta (5units). note that, even though he might have a few more men elsewhere to backup the fight, he may not move them because he's already moving Alb->WestUS.
John decides to take central America back next turn, so he reinforces the Western US with all he can in Alberta (5units). note that, even though he might have a few more men elsewhere to backup the fight, he may not move them because he's already moving Alb->WestUS.
Dice
Risk uses 5 types of dice, they are all d12's, but not numbered 1 trough twelve, instead they are numbered:
White(1): 1,1,1,1,2,2,2,3,3,4,5,6.
Yellow(2): 1,1,2,2,2,2,3,3,4,4,5,6.
Orange(3): 1,2,2,3,3,3,4,4,4,5,5,6.
Red(4): 1,2,3,3,4,4,5,5,5,5,6,6.
Black(5): 1,2,3,4,4,5,5,5,6,6,6,6.
the amount of casualties are multiplied by the lowest strength dice in the battle, to speed up the fights. here are the exact numbers of who throws which dice.
White: Att 1-3, Def 1-6.
Yellow: Att 4-7, Def 7-12.
Orange: Att 8-12, Def 13-20.
Red: Att 13-18, Def 21+.
Black: Att: 19+, Def N/A.
for example: a 12men army attacks a territory defended by 11units. roll1 will kill 2 soldiers (yellow being the lowest dice) on the defending team (12vs9), roll2 hits the assailants (10vs9) roll3 kills 2 soldiers on the defence again(10vs7), roll4 strikes the defendants again. (10vs5), at this point, the defender switches to white dice, and rolls will now only cause 1 casualty.
i will rolls normal d12's, and use this list to determine what that side is, (so a red 5-roll would be a 4. and a yellow 2-roll would be a 1.) on the website i will clearly state which dice is used by which country and has which ingame color (not that the pictures provided are random and might not match the actual color)
Players:
Name | Color | Territories | Units | Cards | Completed Phase? |
rogers91 | Purple | 7 | 24 | 0 | no |
landostarchaser | Orange | 7 | 27 | 1 | replacement needed |
masterofthedark91 | Red | 7 | 24 | 0 | no |
shinigami345 | Green | 12 | 16 | 1 | no |
swiftthefox15 | Blue | 5 | 22 | 0 | no |
Nobody | Black | 8 | 19 | 1 | replacement needed |
Current Map
Last 3 turns:
Turn 1: pre-battle
Turn 1: Reinforcement stage
Assigned countries