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Subject: Prototype/Mod for Risk tell us what you think rss

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Hilo High School
United States
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Hi, if you have not seen our last post here is the link

Please tell use what you think of this version. any questions or feedback would be appreciated

Rules for HQ Risk
INTRODUCTION: HQ Risk is just like normal risk but it is shorter and adds more a strategic standpoint to the game by allowing players to hold valuable territories to boost their conquering power. You will not get a conquer card when you conquer a territory and conquer cards will not to be used for their old purposes, they will only be used to place HQs

OBJECTIVE: The objective of HQ Risk is to reach 20 Victory points. The player who reaches 20 Victory points first wins the game. At the beginning of a players turn (before troops are placed on the map) all players get 1 victory point for every HQ they have supply lined. You then move the players token X amount up the scale where X is the number of HQs you have supply lined. You get one victory point for every turn you are living. in the event that two players are tied 20 to 20 the player with the most territories wins

SETUP: After all players have place down their soldiers just like the original risk, you then put down The Base of Operations starting with the person that had the highest dice roll. The HQs are decided by shuffling the conqueror card deck. Then flip the first card of the conquered card deck and whichever territory it is, place a Random HQ there. You repeat this pattern until all the HQs have been placed on the board. Depending on what conquer cards that are drawn will determine who get the HQs.

WHO ATTACKS FIRST: The player with the highest dice roll attacks first.

HQ: HQs give the playing an advantage that no other player can possess. For instance, if a player has a defensive HQ then that player will have a plus one defense roll to their highest dice when defending in a continent (e.g. A territory in Asia to a Territory in Asia) Once an HQ is taken over
Base or operations- this HQ is your main HQ. All other HQs you own must be supply lined to this HQ to get the Bonus of the HQ. The connection of the two HQs called a supply line. If a player Destroys an opposing players Base of Operations then that player is eliminated from the game
Defense HQ- plus one to your highest roll when defending in a continent (not over continent borders)
Offensive HQ- players get a plus one to their highest roll when attacking over borders.
Barracks HQ- The player who possesses this HQ gets an extra 2 units at the start of their turn

SUPPLY LINES: As explained before life lines are the connection between the Base of Operations and and HQ from territories you control. If a supply line is broken by an opposing player then the player who owned that supply line does not get the HQs ability.
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