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Risk Europe» Forums » Variants

Subject: Risk 1500-1900 rss

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PJ Cunningham
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If you own a copy of Risk with the little Napoleonic figures, with a little work you can fit up to six players into a game of Risk Europe.



These figures are great for representing wars during the Early Modern era (1500-1900).



For games with more than 4 players, you'll need to make some extra sets of order cards. You can handwrite them on index cards, photocopy the ones in the game, or make fancy colored ones.



Because there are only three types of figures, just ignore the rules for archers.



You also may want to replace the City Bonus for London. I chose to give them the ability to trace supply lines anywhere by sea.



Also remove or replace Kingdom Mission 8, if playing with the Missions rule, as it references archers.

If you play any games of Risk 1500-1900, let us know how it goes!
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PJ Cunningham
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Reserved for 16th Century scenarios (Italian Wars, Eighty Years War, etc)
 
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PJ Cunningham
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Reserved for 17th Century scenarios (Thirty Years War, Second Northern War, Great Turkish War, Nine Years War, etc)


THIRTY YEARS WAR
A scenario for Risk 1500-1900

AVAILABLE POWERS
Players may select any starting position on the list below whose number is equal or lower than the player count. Place mercenary armies on any starting locations not used.

1. Austria (Hungary, Moravia)
2. Sweden and Denmark (Sweden, Denmark)
3. Catholic League (Saxony, Franconia)
4. France (France, Burgundy)
5. Spain (Castille & Leon, Valencia)
6. Anglo-Dutch Alliance (England, Frisia)

RULES
All rules from Risk 1500-1900 apply to this scenario, with exceptions noted below.

Defended Cities: When Expanding into an unclaimed City territory, do not gain coins equal to its tax value. Instead, immediately lose a number of units from the Expanding force equal to the tax value.

Budapest and Constantinople: For the purposes of this scenario, Budapest provides the following City Bonus: Every time you recruit a Cannon, place 4 Footmen with it for free. Constantinople provides no City Bonus in this scenario.

Wars of Religion (optional rule): During set-up, hand each player one red face card (Catholic) and one black face card (Protestant) from a standard deck of playing cards. Each player secretly selects one of these as their starting religious doctrine, and all players simultaneously reveal their chosen card, leaving it face-up in front of them.

During the game, a player may not Expand into a territory occupied by units of a player with same religious doctrine. They may, however, trace supply lines and maneuver through such territories (without leaving units there).

When a player takes the King Me bonus action, they may change which card (black or red) is face up in front of them, or reject allies altogether by having neither card face up.
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PJ Cunningham
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Reserved for 18th Century scenarios (Great Northern War, Wars of Succession, Seven Years War, Revolutionary Wars, etc)


SEVEN YEARS WAR
A scenario for Risk 1500-1900

AVAILABLE POWERS
Players may select any starting position on the list below whose number is equal or lower than the player count. Place mercenary armies on any starting locations not used.

1. Austria (Hungary, Moravia)
2. Prussia (Saxony, Prussia)
3. France (France, Burgundy)
4. Great Britain (England, Wales)
5. Sweden (Sweden, Finland)
6. Choice of Spain (Castille & Leon, Valencia) or Russia (Russia, Smolensk)

RULES
All rules from Risk 1500-1900 apply to this scenario, with exceptions noted below.

Defended Cities: When Expanding into an unclaimed City territory, do not gain coins equal to its tax value. Instead, immediately lose a number of units from the Expanding force equal to the tax value.

Budapest and Constantinople: For the purposes of this scenario, Budapest provides the following City Bonus: Every time you recruit a Cannon, place 4 Footmen with it for free. Constantinople provides no City Bonus in this scenario.
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PJ Cunningham
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Reserved for 19th Century scenarios (Napoleonic Wars, Crimean War, American Civil War, etc)
 
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adam wilson

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This looks great. Are you going to post the files for the cards? I have been ruminating on a similar variant with formations cards for each of the unit types, infantry square, cavalry charges, etc. Each card would give certain advantages and disadvantages based on the formation cards played by the other player. The players would play the cards during combat phases. Have you tried something similar?
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Raymond Morehouse
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Amazing work!!

Please post files!

Also, do you have the same unit limits as the main game? Does the number of archers just get added to footmen?

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PJ Cunningham
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adam wilson wrote:
This looks great. Are you going to post the files for the cards?

Possibly, but the only real difference is the color, and even that is not critical for game play.

adam wilson wrote:
I have been ruminating on a similar variant with formations cards for each of the unit types, infantry square, cavalry charges, etc. Each card would give certain advantages and disadvantages based on the formation cards played by the other player. The players would play the cards during combat phases. Have you tried something similar?

Interesting. I've seen other games that use similar card play.

Soldier wrote:
Do you have the same unit limits as the main game? Does the number of archers just get added to footmen?

Yeah, Risk Europe has 47 foot/archers, 12 cav, and 4 siege per color. This compares favorably to older risk sets that typically had either 50 inf, 10 cav, 4 art or else 53 inf, 8 cav, and 3 art per color. So yeah, just treat your number of pieces on hand as the unit limits.
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