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Risk 2210 A.D.» Forums » Variants

Subject: Time Travel Risk rss

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Domenic
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The new Terminator Kickstarter campaign reminded me of a Risk variant I played with friends a few years ago. We used the Risk 2210 AD board and cards from a basic Risk set. Rules are as in standard Risk, except as stated below.

Play with the land spaces and Moon only, ignoring the water hexes. The Moon represents the past, and the main board represents the present. Players take turns claiming territory at the beginning of the game, as per normal. Once all territories are claimed, but before the additional armies are placed, each player places one time gate in the present (using a space station token). Then additional armies are placed, but only in the present.

Each time gate may be used once per turn to send one unit to the past, arriving on any friendly territory. Time gates provide an extra 8-sided die for defense. If captured, a time gate may immediately be used by the capturing player, but is then destroyed.

During the reinforcement step, territories in the past are counted as being worth 2 territories each, but reinforcements may only be placed in the present. However, the continent bonuses (2 for the small continents, 3 for the large) for controlling territory in the past may be placed in the past or the present.

Effects of battles lost in the past ripple into the future. For each army killed in the past, the killing player can remove any one army of the killed player from the present.

Up to two reinforcement cards can be drawn per turn: One for taking territory in the present, and one for taking territory from the past.

Reinforcement cards can be used as follows:
Cannon - build a time gate during reinforcement step
Cavalry - send up to two additional armies through a time gate
Infantry - send one additional army through a time gate
Reinforcement cards may also be traded in as sets for armies in the present:
Infantry x 3 = 4 armies
Cavalry x 3 = 5 armies
Cannon x 3 = 6 armies
One of each = 7 armies

Victory: Control all territories in either the present or the past.

I think that's it! It can be pretty swingy, since the battles in the past have outsized effect, but it feels thematic and plays fairly quickly.
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Starkiller
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Now that is an interesting idea.

Kudos for working that out! Very nice.
 
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mar hawkman
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or get two game boards.... Now my brain is tingly.....

The concept reminds me of Battle for Cybertron Risk. There's generally two sides, but more than 2 factions. In Risk: Transformers – Cybertron Battle Edition this was Megatron and Starscream vs Optimus and Bumblebee. Who would we have for Terminator faction leaders? For the pro-human side.... Maybe John Conner and Catherine Weaver? For the Terminators maybe Serena Kogen and the T-1000?

We all know John Conner, but the others?

Weaver: https://www.youtube.com/watch?v=A4bRD9XZHaI (yes she's more or less a good guy)

Serena: https://www.youtube.com/watch?v=WJHK6Ac9gKk (affably evil)
 
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mar hawkman
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There's a lot of other options though, and for 2210 we have faction powers. Hmm if we bump it up to 8 or more...

good guys:
John Conner
Catherine Weaver
Once per opponent turn, when they draw a card you may choose to look at it.

Agent Ellison - https://www.youtube.com/watch?v=NWZFkPiFlkE
Sarah Conner
Cameron

bad guys:
Serena Kogan
T-1000
T-X - https://www.youtube.com/watch?v=kJbOfRGbSZM
Cromartie - https://www.youtube.com/watch?v=NWZFkPiFlkE
T-800
 
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Domenic
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marhawkman wrote:
There's a lot of other options though, and for 2210 we have faction powers. Hmm if we bump it up to 8 or more...

good guys:
John Conner
Catherine Weaver
Once per opponent turn, when they draw a card you may choose to look at it.

Agent Ellison - https://www.youtube.com/watch?v=NWZFkPiFlkE
Sarah Conner
Cameron

bad guys:
Serena Kogan
T-1000
T-X - https://www.youtube.com/watch?v=kJbOfRGbSZM
Cromartie - https://www.youtube.com/watch?v=NWZFkPiFlkE
T-800

You could definitely retheme one of the many Risk variations to Terminator. The mechanic I was particularly going for was time travel, which isn't in any of the published variations.

One of the ideas you mentioned was using two boards. I've seen a variant (somewhere) that uses two boards, with each pair of matching territories considered to be adjacent. You might be interested in giving that a try.
 
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mar hawkman
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Oh, you mean that wasn't your plan all along? heh. You were talking about Terminators and a war across time... the way you described it just felt like a Skynet vs Resistance game.

My addition is not that large really. Just a thematically appropriate set of faction powers.

good guys:
John Conner
The Leader - gets bonus troops in the past.

Catherine Weaver
Espionage - Once per opponent turn, when an opponent draws a card you may choose to look at it.

Agent Ellison
Investigator - Whenever an opponent places troops, you may look at the top 3 cards of the draw deck and replace them in any order you choose.

Sarah Conner


Cameron
Scorched Earth - When an opponent tries to trade cards for troops, you may discard a card to prevent it and discard one(your choice) of the cards your opponent tried to trade in.

Pops


bad guys:
Serena Kogan
Mass Production - Recruit 10% more troops(rounded up) from territories.

T-1000


T-X


Cromartie
Efficiency - draw a card whether you conquer a territory or not.

T-800


Jessie Flores(yeah she doesn't really support Skynet, but she doesn't like John's friends)
Traitor - any time an opponent draws a card, unless they attacked you this turn you get to see the card.

hmmm... still incomplete.
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mar hawkman
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OK, this might need tweaking but I made 12 powers themed on it. totally not sure about balance as none of these has been play tested.

good guys:
John Conner
The Leader - gets bonus troops in the past.

Catherine Weaver
Espionage - Once per opponent turn, when an opponent draws a card you may choose to look at it.

Agent Ellison
Investigator - Whenever an opponent places troops, you may look at the top 3 cards of the draw deck and replace them in any order you choose.

Sarah Conner
Averting Fate - any time you draw a card you may choose to put it on the bottom of the deck and draw a replacement you must keep the replacement.

Cameron
Scorched Earth - When an opponent tries to trade cards for troops, you may discard a card to prevent it and discard one(your choice) of the cards your opponent tried to trade in.

Pops
Old and Tough - the first time you would lose a troop each combat, prevent that loss.

bad guys:
Serena Kogan
Mass Production - Recruit 10% more troops(rounded up) from territories.

T-1000
Reformation - At the end of each opponent turn set aside 10%(rounded down) of the troops you lost. Add those to your recruitment the next time you recruit.

T-X
Obliteration - If you destroy over 20 troops of a single enemy in the same turn, destroy one of the cards in that player's hand

Cromartie
Efficiency - draw a card whether you conquer a territory or not.

T-800
Ruthless - Any time you get doubles in combat your opponent loses an extra troop

Jessie Flores(yeah she doesn't really support Skynet, but she doesn't like John's friends)
Traitor - any time an opponent draws a card, unless they attacked you this turn you get to see the card.
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