Recommend
 
 Thumb up
 Hide
8 Posts

Risk 2210 A.D.» Forums » Variants

Subject: Reaction Risk by Sundevilsoul rss

Your Tags: Add tags
Popular Tags: [View All]
Sundevilsoul
United States
Arizona
flag msg tools
Howdy All,

I took some time during the holidays to finalize the Reaction Risk rules I floated before. If someone could play test this in the next few months that would be appreciated. The cards listed at the end are still a work in progress, and I will finalize them and print them this summer. If anyone would like a .pdf copy of the rules or cards, please let me know and I will be glad to email you a copy. As always, your comments, suggestions and critiques are welcome.

Regards,
Sundevilsoul
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sundevilsoul
United States
Arizona
flag msg tools
Reaction Risk is a variant rule set designed to speed up the game play in Risk 2210 A.D, while at the same time not loosing the value of turn order. While this rule set was originally designed for Risk 2210 A.D. games, it can be applied to any version of Risk with minimal changes. In the original Risk 2210 A.D., turn order is a very influential element of the game and can have a strong affect on player’s strategy and the outcome of the game. This has been a source of criticism for the game play mechanics, as well as contributing to the "slow" feel of the game. The ability to react eliminates the long periods of waiting by other players common to the original style of play, and adds additional realism and yet another aspect of strategy to an already great war game.

The original benefits and strategy of turn order play remains, but Reaction Risk changes the style of play into a hybrid process. The five year war limit, bidding, reinforcement and most other game play aspects remain unchanged. The benefits of Reaction Risk are most noticeable during the invasion process, whereas a player is allowed to make only one invasion from every country that is able to attack, the next player in turn order is then able to invade in the same manner, and so on until there are no more invasions that are made. Turn order is still important but somewhat fluid, and there are Command Cards that can have an impact upon the new style of play.

The Reaction Risk variant does not change the initial setup of the game, which takes place before any of the new rules are in effect. Similarly, the end of the game and scoring is not changed by this rule set either. What these new rules do affect are the steps of turn order and the yearly periods between the start and end of the game.

Starting with the effects of Reaction Risk on turn order, an important detail is that turn order is still relevant to game play. Reaction Risk lessens the advantages of turn order in the combat aspect compared to Risk 2210 A.D., especially since the ability to take over many territories in one turn deprives opponents of valuable reinforcements and energy. Reaction Risk compensates for this loss of advantage by allowing the player with the lowest turn order to make their initial action(s) before the other players, as under the normal rules. Successive players then take their initial action(s) in turn order. The initial moves made in turn order still bestow the benefit of a better turn order position in relation to the other positions, and are slightly more beneficial in relation to the first position in turn order. Benefits of turn order are effectively nullified in the successive rounds during a year, but the advantages of turn order return at the end of the year. During the fortification portion of game play, the turn orders are effectively reversed allowing the first player in turn order to have the final reaction to all other players in turn order. This reinforces the advantage of the first position in turn order which ensures the relevance of bidding and turn order is maintained throughout the game.

The second major effect of Reaction Risk is on the year format and when actions are taken. Each year of game play is divided into four basic stages called the Readiness, the First Moves, the Tide of Battle and the Last Actions stages. These stages are considered both phases for the individual player, and rounds for the entire group of players where a round is considered complete only when each player has completed their phase. Under the Risk 2210 A.D. rules, players took their actions in order and we not able to deviate from that format. Reaction Risk changes this process to be more fluid, but with some restrictions on when some actions can be taken.

The Readiness stage is where part of the previous first action is taken: both energy and MODs are collected according to standard rules. The major change is that bidding takes place after energy is collected, allowing all players to take advantages of number of territories they control without losing any to invasion. Another change is that MODs are not deployed during this stage, and instead placed in what is called a Reserves pool. The Reserves can be drawn upon to deploy MODs to any territory during the course of the year, but at the beginning of a players phase. There are no effective phases in this stage and it is simply one large round of actions with no turn order.

The First Moves stage is where part of the rest of the normal actions are taken. The first action to be taken is to deploy MODs from the Reserves as desired. Successive actions in this stage are hiring and placing Commanders, building Space Stations, and buying and playing Command Cards. The last action to be taken in this stage is the invasion of territories. This is where the most significant impact on game play is noticed, where each player is only able to declare one invasion from a territory. These actions are collectively known as part of the First Moves phase, and the whole stage is only one round in duration. After the first player in turn order completes their initial invasion, then the remaining players finish their First Moves phase in successive turn order.

The Tide of Battle stage is unique where it has no set duration. Players take their phases each round until no more players take actions for a full two consecutive rounds. This can allow for last minute attacks before the stage ends, and thus restarting the game play in the form of reaction and retaliation. The first step in any player’s Tide of Battle phase is to deploy MODs as desired out of their Reserves pool. Second, players may play Command Cards if they have them. The last action to be taken by players is to declare any invasions from any territory where they have enough MODs to do so. Once the first player in turn order completes their invasion(s), the remaining players are able to finish their Tide of Battle phases in successive turn order until the round is complete. The Tide of Battle can last as short as two rounds of no actions or until there are no more MODs that are able to invade.

The last stage of the year in Reaction Risk is the Last Actions stage. This is also a unique stage which has the turn orders reversed for the players. Instead of the first player in turn order to take their first phase, the first player in turn order is able to wait until all the successive players completed their Last Actions phase, which the last player in turn order is forced to finish their actions first. The only actions taken in this phase are the final deployment of MODs from a player’s Reserves pool and fortification of territories. It is important to note that any MODs remaining in a Reserves pool are lost and not able to be recovered or saved for use in a later year.

After the final year's Last Actions stage, scoring is determined in the same manner as Risk 2210 A.D. is normally scored. The overall method of game play of Reaction Risk should be a more rapid and interactive experience for the game, and add a new level of strategy without losing any integrity of the original Risk 2210 A.D. game. Below is a bullet format of the Reaction Risk rules, details on interpreting original Command Cards, and a few sample Command Cards designed to take advantage of the mechanics of Reaction Risk.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sundevilsoul
United States
Arizona
flag msg tools
Reaction Risk Rulesheet

Initial Setup: use normal Risk 2210 A.D. rules.
Readiness
o Collect energy based on scoring chart
o Collect MODs based on scoring chart
o Place MODs in Reserves pool
o Bid for turn order
First Moves
o Player with Turn Order 1 has the first phase
o Deploy any number of MODs from the Reserves pool
o Purchase and deploy Commanders
o Purchase and deploy Space Stations
o Purchase Command Cards
o Play any Command Cards
o Invade one territory from one territory
o Next lower player in turn order starts until each player has had one phase
Tide of Battle
o Player with Turn Order 1 has the first phase
o Deploy any number of MODs from the Reserves pool
o Play any Command Cards
o Invade one territory from every territory with enough MODs
o Next lower player in turn order starts until each player has had one phase
o Repeat until no more invasions are declared by any player for two consecutive rounds
Last Actions
o Player with the lowest turn order has the first phase
o Deploy all remaining MODs in the Reserves pool
o Fortify positions
o Next highest player in turn order starts until each player has had one phase
o Advance to the next year and start at the Readiness stage
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Sundevilsoul
United States
Arizona
flag msg tools
Original Command Cards
Command Cards are not affected by the hybrid game play or combat sequence, just their application. All cards that have durations for an entire turn remain in effect for the entire year (during all stages and phases). For instance, the effect of the Cease Fire card remains on the player even when the affected player finishes that phase and is able to attack again in successive phases. Reaction Risk changes the rules for when you can play Command Cards so that now players are allowed to hold cards and use them later in the year. For instance, Command Cards that read "Play on your turn before your first invasion is declared" are played as if they read "Play on your phase before your first invasion is declared".

Reaction Risk Command Cards

Since the Reaction Risk rules speed up the playing style and add a new dimension of strategy to the game, there are Reaction Command Cards that are designed to take advantage of this by providing other unique opportunities to surprise your enemies. These are supplemental Command Cards to add into the existing decks of cards, but are not required to be included in order to use the Reaction Risk rules.

DIPLOMACY: Preemptive Strike. Play after an opponent declares their first invasion of the year. Place 5 extra MODs in any territory you control that is adjacent to that opponent. You must attack until you either capture that territory or lose 5 MODs. Cost = 3. [# of 2]
DIPLOMACY: Quick Reaction. Play after an opponent declares their first invasion of the phase. Switch turn orders with that player and take your phase. Cost = 1. [# of 4]
LAND: Spearhead. Play on your phase before your first invasion is declared. Select one of your territories. You may invade up to 3 times this phase using the MODs in that territory at the time this card is played. Cost = 1. [# of 3]
LAND: Blitzkrieg. Play on your phase before your first invasion is declared. During this phase you have no limit to the number of invasions you can declare. Cost = 3. [# of 1]
NAVAL: Surprise Beach Raid. Play after an opponent declares an invasion on one of your territories. You may invade any territory as long as both territories are touching water. Cost = 2. [# of 2]
NAVAL: Scuttle Submarine. Play after an opponent successfully invades one of your water colonies. Sacrifice your Naval CDR to destroy all MODs and CDRs in that water colony. You lose your next phase. Cost = 4. [# of 2]
SPACE: Artificial Solar Flares. Play on your phase before your first invasion is declared. No other player may invade or reinforce between the earth and the moon for the remainder of the year. You lose your LAST ACTIONS. Cost = 4. [# of 2]
SPACE: Orbital Seismic Bomb. Play after an opponent successfully invades one of your moon territories. Destroy one of your opponent’s Space Stations. That opponent cannot move any units to or from that territory for the rest of the year. Cost = 3. [# of 2]
NUCLEAR: Radiation Neutralization. Play on your phase before your first invasion is declared. Replace two of the devastation markers of your choice from the board with 1 MOD each. You lose your next phase. Cost = 2. [# of 2]
NUCLEAR: Intentional Meltdown. Play after an opponent successfully invades one of your territories. Sacrifice your Nuclear CDR to destroy all MODs and CDRS in that territory and place a devastation marker down. Cost = 4. [# of 2]
AERIAL: Paratrooper Retaliation. Play after an opponent successfully invades one of your territories. During any phase you chose, drop 3 extra MODs in any one territory your opponent invaded from. You must attack until you either capture that territory or lose those 3 MODs. Cost = 2. [# of 2]
AERIAL: Scramble Air Wing. Play after an opponent declares a sortie. Your opponent cannot declare a sortie this phase. You may declare a sortie instead, as a bonus sortie this year. Cost = 2. [# of 2]
TECH: Training Disaster. Play on your phase before your first invasion is declared. Select an opponent and destroy any and all MODs they have in their Reserves. Cost = 4. [# of 1]
TECH: Confusion Spark. Play on your phase before your first invasion is declared. Select an opponent. For this phase, you may borrow any one of their CDRs in play and place it in any territory you control. If the CDR dies or your phase ends, the CDR is returned to the original player. Cost = 2. [# of 3]
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
mar hawkman
msg tools
For all have sinned and fallen short of the glory
Avatar
mbmbmbmbmb
I like it! It sounds interesting. I might adapt this for play with Risk Legacy.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Junpei Ichiban
United States
flag msg tools
Re: Reaction Risk
I would LOVE a set of rules, and ANY cards you have for this.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Starkiller
United States
Wasilla
Alaska
flag msg tools
Avatar
mbmbmbmbmb
Did anyone ever try this? It seems awful complicated for limited payout...
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
mar hawkman
msg tools
For all have sinned and fallen short of the glory
Avatar
mbmbmbmbmb
Hmm never tried it, although it sounds fun.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.