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George Husted
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Jan 18, 2010
Risk Added Depth.doc (2.44 MB) (Log in or Register to download.)
Risk with added strategic depth for use with 1993 edition rules and game board. Includes rules for resource coins, cities, capitols, fortresses, and naval fleets. Pictures of added components and descriptions of where they were obtained are included. Naval rules borrow heavily from Risk Edition Napoleon, but are not identical.
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George Husted
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I apologize, but I made an error when I uploaded this file and I am not sure how to ammend or edit the file itself. The file does not include the complete naval rules. Again, I apologize for the inconvenience. Here are the complete naval rules:

A Fleet costs 3 resource coins to construct. During their reinforcement phase, a player may construct 1 Fleet per turn on any of their controlled coastal territories (no maritime link is required). Fleets are built "in port". Each player may construct fleets up to a maximum of 4 Fleets in play at any one time. The owning player may disband fleets during Combat phase. Fleets can be in port (placed on the coast line of a coastal territory), in a sea zone (grid squares formed by Lat/Long lines on the map), or on a maritime link.

If a fleet is in a port where an enemy fleet is in the same territory’s sea zone, the new fleet is "blockaded" in port and cannot move or perform other Fleet actions. Blockaded Fleet(s) may attempt to "run" the blockade by attacking the blockading Fleet(s) during Combat phase. Blockaded Fleets suffer a -1 to their highest die roll during combat.Fleet(s) in port of a coastal territory that is captured must retreat to sea, fighting any blockade in the sea zone.

Fleet(s) on maritime links obstruct all movement by land forces across that link. If a Fleet crosses a maritime link occupied by an enemy Fleet during its movement, it must end its movement for that turn.

Naval movement phase begins at the end of the Reinforcement phase. The player may move any of his Fleets that are not blockaded up to 3 sea zones per turn. Fleets in the seas zone of a coastal territory may transport troops from one coastal territory to another (within 3 sea zones). Troops transported in this manner may perform amphibious invasions but suffer a -1 to their highest die for all battles of that invasion. Players may also transport troops across open sea zones. Place transported troops off board during oceanic transport. Troops are lost if the transporting Fleet is defeated in battle.Naval combat occurs at the beginning of the land combat phase. Naval combat can occur on a maritime link, when trying to break a blockade, or when opposing Fleets occupy the same sea zone.

Naval combat is resolved in exactly the same manner as a land combat, a Fleet being equivalent to a Regiment. There is no requirement for a fleet to remain behind and occupy the sea zone from which an attack is launched.

Fleet Rules Summary·

· Cost 3 resource coins
· Created in port
· Can blockade or run blockades
· Obstruct maritime links
· Move up to 3 sea zones per turn
· Transport troops
· Used for amphibious invasions
· Engage in sea Combat in the same manner as land
forces fight, with Fleets acting as regiments
 
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  • Posted Wed Jan 20, 2010 3:56 pm
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