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Subject: Risk 1066 rss

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PJ Cunningham
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I'm currently fiddling with a variant scenario called Risk 1066, as my own little way of honoring the 450th anniversary of such a momentous year in European history, and just thought I'd share in case anyone else has thoughts or ideas.


RISK 1066
A variant for Risk Europe

In the year 1066, the Anglo-Saxon kingdoms of Britain were invaded from several directions by claimants to the throne of England. Who will win the crown and become the most powerful ruler in Britain? In the end, only one king will be victorious.


COMPONENTS
In addition to many of the components from Risk Europe, you will need a few additional items, including an extra army and King's Order card deck for each player beyond 4 that you wish to include in the game. You also will need the variant City Bonus Cards, Mission Cards, Event Cards, and Oath of Fealty Cards for Risk 1066.

Set aside all siege weapons, and all but one castle, from Risk Europe. They are not used in Risk 1066.


THE GAMEBOARD
The Risk 1066 gameboard depicts the island of Britain in the middle of the 11th century as well as the lands surrounding it. Territories work much the same as they do in regular Risk Europe.




GAME SETUP
How the game is set up will vary depending on the number of players. Players should roll dice to determine the order in which they will select roles. Players must place their units on the board before the next player chooses a role.

Players may choose any role next to a number no higher than the number of players in the game plus one. For example, In a three-player game, any of the first four roles may be selected. The one role not selected by a player becomes a mercenary army.

Player roles:
1. King Harold Godwinsson of Wessex begins with 16 coins, 11 footmen, and control of Wessex, Essex, and Devon. Take the Harold Godwinsson Mission Card, the Winchester Bonus Card, and the First Player token.

2. Duke William of Normandy begins with 15 coins, 10 footmen, and control of Normandy, Avranchin, and Maine. You are a Vassal of the King of France; flip your Oath of Fealty card to the Vassal side. (You may change this status using the Swear Fealty bonus action.) Take the William of Normandy Mission Card and the Rouen Bonus Card.

3. King Harald Hardrada of Norway begins with 14 coins, 10 footmen, and control of Sygnafylki, Rygjafylki, and Hordafylki. Take the Harald Hardrada Mission Card and the Bergen Bonus Card.

4. Earl Morcar of Northumbria begins with 7 coins*, 12 footmen, and control of Northumbria, Bernicia, and Westmorland. Take the Morcar of Northumbria Mission Card and the York Bonus Card. (* 8 coins with 5+ players, 14 coins with 6+ players.)

5. Earl Tostig Godwinsson begins with 12 coins, 10 footmen, and control of either Denmark or Flanders. Take the Tostig Godwinsson Mission Card.

6. King Malcolm of Scotland begins with 14 coins, 11 footmen, and control of Atholl, Edinburgh, and Strathclyde. Take the Malcolm of Scotland Mission Card and the Perth Bonus Card.

7. Earl Edwin of Mercia begins with 15 coins, 12 footmen, and control of Mercia, East Anglia, and Oxford. Take the Edwin of Mercia Mission Card and the Lincoln Bonus Card.

8. King Murchad mac Diarmata of Dublin begins with 13 coins, 10 footmen, and control of Meath and Leinster. Take the Murchad mac Diarmata Mission Card and the Dublin Bonus Card.

Philip I, King of the Franks: Regardless of the number of players, a neutral French army (represented by a castle) defends Paris at the start of the game. Unless controlled by a vassal of the French King, units in Paris must, during the battle phase, defeat 10 footmen and 5 cavalry who gain the usual defensive benefit of having a castle. (You do not need to place these units on the board throughout the game; simply borrow unused units temporarily for the duration of the battle phase. These units are 'renewed' at the start of each turn as long as the castle stands.) If a player captures Paris, remove the castle from the board. The French are not considered mercenaries, cannot be controlled by other players, and never take a turn.

Extra player roles for larger games (optional):
9. Philip I, King of the Franks, begins with 15 coins, 10 footmen, and 1 castle in Ile-de-France. Duke William of Normandy begins the game as your vassal. Take the Philip Mission Card and the Paris Bonus Card.

10. King Svein Estridsson of Denmark begins with 12 coins, 12 footmen, and control of Denmark. Take the Svein Estridsson Mission Card.

11. King Bleddyn ap Cynfyn of Wales begins with 7 coins and 15 footmen (5 each in Deheubarth, Gwynedd, and Powys). Take the Bleddyn ap Cynfyn Mission Card.

12. Henry IV, Holy Roman Emperor, begins with 10 coins, 10 footmen, and control of Lower Lorraine and Upper Lorraine. Take the Henry IV Mission Card.


HOW TO PLAY
The rules for Risk 1066 match those of Risk Europe, except as noted below.


CASTLES AND SIEGE WEAPONS
The only castle in Risk 1066 is in Ile-de-France (Paris). New castles may never be purchased.

Siege weapons also are not used in Risk 1066 and may never be purchased. A siege weapon is not required to Expand into Ile-de-France.


VICTORY CONDITIONS
A player who gains ten crowns wins immediately. If no one has won by the end of the twelfth turn, the player with the most crowns wins. In the event of a tie, the tied player who controls the most English cities (Lincoln, London, Norwich, Winchester, and York) wins.


EVENT CARDS
The game lasts a maximum of 12 turns, with each turn representing one month in the year 1066. Shuffle the Event Cards and deal 12 face down in a row along the edge of the board (or in a stack, if you prefer); return the remaining Event Cards to the box unseen. The Event Cards serve to remind players how many turns remain in the game. Each card is revealed at the start of that turn (prior to order card selection). When an Event Card is revealed, refer to the list below for the effect.


This set is printed once.


This set is printed twice.

Event cards:
- Alms for the Poor: The player with the fewest coins* may roll two dice and gain that many coins. (* Break ties in order of fewest crowns, fewest cities, die roll.)
- Assassin: All players immediately bid for the services of an assassin. The winning bidder immediately selects one other player or mercenary army as the target, then rolls one die. On a 3+, the target player is assassinated, meaning they may plan only one order card this turn, to be revealed during the first round of orders. In the second round of orders, the assassinated player must discard an order card from their hand without playing it, but may immediately take the Swear Fealty order, if desired.
- Bribery: During this turn, instead of taking the first player marker, a player who takes the King Me bonus action may pay coins to move another player's units out of a disputed territory. The number of coins that must be paid equals the number of that player's units in the territory. The coins are returned to the supply. The movement must be conducted according to the Maneuver rules.
- Call to Arms: During this turn, instead of taking the first player marker, a player who takes the King Me bonus action may Fortify.
- Court Intrigue: The player with the most crowns* must select their order cards first (before all other players) and place them face up for all to see. (* Break ties in order of most cities, most coins, die roll.)
- Desertion: Eliminate all single units alone in their territory (gold crown cities are unaffected).
- Feigned Flight: Give this card to the first player. You may play this card at the beginning of a battle in which you are the attacker. You win ties during melee (the final phase of the Ranked Attack Order). Discard this card at the end of the battle.
- Fire in the Sky: The next player to win a battle may claim this card. (worth one crown)
- Forced March: Give this card to the first player. You may play this card after taking the Maneuver action to make two Maneuvers instead of one. Discard this card after use.
- Holy Roman Empire: All players bid for a contingent of Imperial troops sent by Henry IV, King of the Germans. The winning bidder immediately places 1 cavalry and 3 footmen in each of the following territories: Lower Lorraine and Upper Lorraine. Remove this card from the deck if Henry IV is in play.
- Indifferent Mercenaries (*): Bidding for control of the mercenary army is skipped this turn. The mercenary army takes no actions.
- Papal Intervention: During this turn, a player who holds the first player marker may announce papal intervention immediately after another player reveals an order card. The active player must either pay 3 coins to the church or discard their order card without taking any actions. Either way, the first player marker passes to the affected player.
- Rebellious Underling: The player with the most crowns* suffers a rebellion of all their units in a single territory, chosen by the first player (gold crown cities may not be chosen). These units join the mercenary army in play; replace them with units of the correct color. (* Break ties in order of most cities, most coins, die roll.)
- Retreat: Give this card to the first player. You may play this card at any time before or during a battle. Move any number of your units (and/or vassal units) out of the disputed territory into an undisputed territory you control, then discard this card.
- Royal Advisors: During this turn, instead of taking the first player marker, a player who takes the King Me bonus action may return all of their discarded order cards to their hand.
- Royal Marriage: The sovereign player with the fewest crowns* must immediately Swear Fealty to another player, a mercenary army, or the King of France (their choice). Other players may offer dowries (coins) to sway the player's decision. (* Break ties in order of fewest cities, fewest coins, die roll.)
- Shield Wall: Give this card to the first player. You may play this card at the beginning of a battle in which you are the defender. Add +1 to your highest die during melee (the final phase of the Ranked Attack Order). Discard this card at the end of the battle.
- Storm: During this turn, instead of taking the first player marker, a player who takes the King Me bonus action may move the storm marker to any sea crossing on the board. No units may use a sea crossing with the storm marker on it.
- Surprise Attack: Give this card to the first player. Play this card at the start of a battle in which you are the attacker. Your opponent's archers are treated as footmen for the duration of the battle. Discard at the end of the battle.
- The Troops Demand Pay: All players must pay 1 coin per territory they control. In territories where players are unwilling or unable to pay, their units there are eliminated.
- Welsh Uprising: All players bid for control of Welsh forces called up by King Bleddyn ap Cynfyn. The winning bidder immediately places 4 footmen in each of the following territories: Deheubarth, Gwynedd, and Powys. Remove this card from the deck if Bleddyn ap Cynfyn is in play.
- Wild Charge: Give this card to the first player. You may play this card at the start of a battle. Until the end of that battle, your cavalry hit on 2+ (but suffer casualties on rolls of 1). Before rolling dice in melee (the last phase of the Ranked Attack Order), you may sacrifice 1 footman to gain a +1 bonus to your highest die roll. Discard this card at the end of the battle.[/o]



SEA CROSSINGS
When Expanding over a sea crossing into an enemy-occupied territory, place your invading troops along the shoreline. When these troops participate in the subsequent battle phase, your opponent may re-roll all dice of one rank each time the Ranked Attack Order is repeated (unless your opponent's troops also used a sea crossing this turn and are on the same shoreline).

At the end of the battle phase, any surviving troops on a shoreline may be moved into the territory and no longer suffer this penalty.


DISPUTED TERRITORIES
Players are not restricted from Expanding into territories that already contain units of multiple players; units controlled by any number of players may occupy the same territory.

During the Battle Phase, battles in disputed territories are resolved in turn order. Beginning with the first player and proceeding clockwise, each player must select one disputed territory containing their units (if any) and resolve battle in that territory against one other player's units (the player declaring the battle is considered the attacker). Continue taking turns resolving disputed territories until no more battles are possible.


OATH OF FEALTY
Each player begins the game with an Oath of Fealty card used to indicate feudal relationships between players. While in your possession, your Oath of Fealty card indicates that you are a sovereign king beholden to no one, and it counts as a Crown toward your victory. If you give your Oath of Fealty card to another player (using the Swear Fealty bonus action), you become their vassal, and your card counts as a Crown for them (don't forget to adjust the markers on the Crown track).[/o]


SWEAR FEALTY (Bonus Action)
In games of Risk 1066, the Siege Assault bonus action is replaced with the Swear Fealty bonus action. When you choose to use this bonus action, you reclaim your Oath of Fealty card (if held by another player), then either keep it or give it to another player.

While another player has your Oath of Fealty card, you are their vassal, and they are your lord:
- Whenever you use the Tax action, you must give one (1) coin to your lord, unless they refuse it.
- Territories that contain units of a lord and a vassal, and no other players, are not considered disputed territories. Such territories are considered to be under the control of the lord for all purposes. You and your lord may move units out of such territories.
- Your units may not battle your lord's units, and vice versa.
- When your lord's units participate in a battle, your units in the same territory must battle alongside your lord's units (your lord decides casualties).
- When your units participate in a battle, your lord may choose to have their units in the same territory battle alongside your units (your lord decides casualties). Note, however, that when you battle a vassal of the same lord, your lord's units must remain neutral.

Note: The considerations listed above apply only between a vassal and the player who currently holds their Oath of Fealty card. They do not apply, for example, between vassals of the same lord.

Mercenary armies do not have an Oath of Fealty card and cannot Swear Fealty. However, other players may Swear Fealty to them.


CITY BONUS CARDS
Risk 1066 has a different set of City Bonuses, but they function the same as in Risk Europe. Their effects are listed below.

Bergen: (Battles) The maximum number of dice you may roll during melee (the final phase of the Ranked Attack Order) is increased by one for battles in which you have at least one foot unit.
Dublin: (Spend) You may recruit army units into non-city territories connected to Dublin by a supply line.
Lincoln: (Battles) Before rolling dice during melee (the final phase of the Ranked Attack Order), you may convert any number of your cavalry in the battle into 3 footmen each.
Paris: (Always) Paris is worth two crowns.
Perth: (Battles) Each time you are the attacker and win a battle, steal up to 3 silver coins from the player you defeated.
Rouen: (Tax) Each time you tax Rouen, place either 1 cavalry in Rouen for free -OR- 1 archer and 1 footman in Rouen for free.
Winchester: (Maneuver) Each time you maneuver, you may move up to 3 territories away instead of 2.
York: (Tax) Each time you tax York, place 4 footmen in York for free.


MISSION CARDS
Instead of Crown Cards that come with Risk Europe, this scenario uses a set of Mission Cards that are linked to historical personalities. When you complete the mission listed on the front of the card, you may flip it over, gaining a crown and an achievement bonus.




Mission cards:
King Harold Godwinsson of Wessex:
- Mission: Flip this card immediately when you and/or your vassals control all five English cities (Lincoln, London, Norwich, Winchester, and York).
- Achievement Bonus: After maneuvering, you may also expand.
Duke William of Normandy:
- Mission: Flip this card immediately when you take the King Me bonus action.
- Achievement Bonus: While you are First Player, add +1 to your highest die roll during melee (the final phase of the Ranked Attack Order).
King Harald Hardrada of Norway:
- Mission: Flip this card when you pay 10 coins during a Spend action to do so.
- Achievement Bonus: Place a token representing your fleet in any coastal territory you control. You may move the fleet as if it were a unit. While accompanied by your fleet, your units that Expand across a sea crossing suffer no disadvantage in battle. If your fleet is ever unaccompanied by units, remove the token and flip this card over.
Earl Morcar of Northumbria:
- Mission: Flip this card immediately when you Swear Fealty to King Harold Godwinsson of Wessex.
- Achievement Bonus: If you have units in battle at the end of the Ranked Attack Order, you may Maneuver units from an undisputed territory up to 2 territories away to join the battle (using normal Maneuver rules). If the new units enter the battle by way of a sea crossing, your opponent gains the advantage (unless they also used a sea crossing to reach the territory that turn).
Earl Tostig Godwinsson:
- Mission: Flip this card immediately when you gain a City Bonus Card.
- Achievement Bonus: You may Expand or Maneuver up to 10 units from any one coastal territory to any other coastal territory as if a sea crossing connects them. In addition, York is worth two crowns for you.
King Malcolm of Scotland:
- Mission: Flip this card immediately when you control any English city (Lincoln, London, Norwich, Winchester, or York).
- Achievement Bonus: You may Expand or Maneuver out of disputed territories.
Earl Edwin of Mercia:
- Mission: Flip this card immediately when you Swear Fealty to King Harold Godwinsson of Wessex.
- Achievement Bonus: When a battle occurs in which you are not involved, you may choose to have your units there battle alongside the attacking or defending units (the battling player decides casualties). When that battle is over, you may choose to retreat your units from that territory to an adjoining territory you control.
King Murchad mac Diarmata of Dublin:
- Mission: Flip this card immediately if you control all five Irish territories.
- Achievement Bonus: When a player is eliminated from the game, you may immediately offer them all of your units in one territory. If the player agrees, they replace those units with those of their own color and remain in the game as your vassal. Take their Oath of Fealty card.

Mission cards for extra player roles in larger games (optional):
Philip I, King of the Franks:
- Mission: Flip this card if you have units in Ile-de-France.
- Achievement Bonus: Each time you take the King Me action, all players who are not your vassals must give you 2 coins each. If you do not have units in Ile-de-France, flip this card over.
King Svein Estridsson of Denmark:
- Mission: Flip this card when you win a battle.
- Achievement Bonus: At the end of the Ranked Attack Order, you may retreat all your units out of the battle to an adjoining territory that is either unoccupied or controlled by you.
King Bleddyn ap Cynfyn of Wales:
- Mission: Flip this card if you have units in all three Welsh territories (Deheubarth, Gwynedd, and Powys).
- Achievement Bonus: When you take the Fortify bonus action, you may instead place 3 Footmen in a non-city territory you control. If you do not have units in all three Welsh territories, flip this card over.
Henry IV, Holy Roman Emperor:
- Mission: Flip this card immediately when another player swears fealty to you.
- Achievement Bonus: When someone becomes First Player, they must pay you 2 coins and must pay your vassals 1 coin each. You may place new units in Lower Lorraine and/or Upper Lorraine, even if you do not control those territories.


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adam wilson

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Looks cool. What are the victory conditions? I am waiting for my copy of Risk Europe and the game length/victory conditions are my greatest concern as far as getting my gg to play it with me.
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Andy Burgess
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As someone who grew up in Hastings, I will be all over this when you're done. Looking forward to seeing how it turns out!
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PJ Cunningham
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adam wilson wrote:
What are the victory conditions? I am waiting for my copy of Risk Europe and the game length/victory conditions are my greatest concern as far as getting my gg to play it with me.

Victory conditions will be similar to the base game (i.e. gain crowns), but each faction will have their own unique Missions they can complete to gain crowns. These missions will be based loosely on historical motivations (but tweaked for balance).

Edit: I typically include a fail-safe mechanism to keep games from exceeding 3 hours. In this case, I'm considering adding an event deck, some of which will give free crowns, so even if it looks like the game will go on forever, someone WILL inevitably win after enough turns have been played.
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adam wilson

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An Event deck would be a good solution. I play Risk 2210 AD a few times a year and it has a 5 round game limit. It works for 2210 but I don't know if it would work for Europe or your variant.
 
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Pepe Carrillo
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PJ, what a beautiful map!!! Keep us posted, I'm definitely interested!
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Ryan Bretsch
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ironregime wrote:
I'm currently fiddling with a variant scenario called Risk 1066, as my own little way of honoring the 450th anniversary of such a momentous year in European history, and just thought I'd share in case anyone else has thoughts or ideas.

Here's a shot of the first prototype board. The next iteration already has a few changes not visible here (crown track, a few more sea routes), but this gives you an idea of the scope of the board.



I'm planning to expand the player count to handle up to 8 players:
- King Harold Godwinsson of Wessex
- Duke William of Normandy
- King Harald Hardrada of Norway
- King Malcolm of Scotland
- Earl Morcar of Northumbria
- Earl Tostig Godwinsson (exile)
- Earl Edwin of Mercia
- King Murchad of Dublin

In games with fewer players, the lower-listed characters will begin either in fealty to the major powers or in a neutral but swayable position (mercenaries).

The two colors of Norse pieces from Age of Mythology will give me two additional factions. I can possibly use bits from Sid Meier's Civilization and War of the Ring. Still looking for additional appropriate pieces for extra factions; perhaps some 1:72 dark ages miniatures... I don't know yet.


Very cool. You might want to spread out those crown cities for playability purposes.
 
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Matthew Morocco
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Color me interested!

I love Risk: Europe but am hoping for a 6 player variant. Risk 1066 looks great.
 
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PJ Cunningham
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madmat wrote:
I love Risk: Europe but am hoping for a 6 player variant.

See my Risk 1500-1900 variant for a relatively easy way to fit six players into Risk Europe.
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Dave Daffin
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Would be great to celebrate the 1066 anniversary with this. Is there a map file somewhere?
 
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PJ Cunningham
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Dave in Ledbury wrote:
Would be great to celebrate the 1066 anniversary with this. Is there a map file somewhere?

I'll try to upload a version to the site soon (minus the Risk logo and art). In the meantime, you can get them from the links below for a limited time. Enjoy!

Hi res (140MB): https://dl.dropboxusercontent.com/u/27326027/Risk-1066-hires...
Lo res (1.6MB): https://dl.dropboxusercontent.com/u/27326027/Risk-1066-lores...
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