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Risk 2210 A.D.» Forums » Variants

Subject: ballistic missile silos rss

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mastaloco wizard
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has anyone thought about adding some new elements to the game such as ballastic missilo silos. place them in the beginnig after devestation markes draw two random land cards and thats where there go. to use say once per turn at 5 energy cost, you choose location of attack ad roll a 6d to to determine how many die. any ideas?
 
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mar hawkman
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sounds kinda cool. The silos would be instant bull's eyes and might get nuked from orbit though.
 
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John "Omega" Williams
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Kentwood
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Sounds like its just handing off a free unlimited omni-use nuclear commander at the start. Silos are effectively allready in the game with the three bomb cards and I believe one of the lunar cards allows this too.

You'd need some sort of limiting factor to keep players from overusing it.

One limiter might be to adapt say Supremacy's Nuclear Winter track. Every time someone nuked a region you moved the track along. Too many regions slagged and that was it. Game over.

One or two of the diplomat cards might be usefull for disabling or redirecting a salvo. Possibly turning it back on the attacker.
 
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mastaloco wizard
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one limiting factor would be can use once per turn and is limited to only killing 6 mods. can add; can only be used if nuclear commander is in play and raise the cost to use. its not a nuclear silo which could also be add
Nuclear Silo: after devestation markers are place, draw 2 land card place silos in those lands reshuffle cards back into deck.
affect: once per turn player contolling the land may use Nuclear Silo by paying 10 energy and all Commanders must be in play. may strike any country than roll 6d, odds nuke miss, even nuke hits everything in country is destroyed and place devestation marker. country now acts as a devestated zone.
notes: if there are 10 devestation markers in play the game is now over due to nuclear fall out.
 
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mar hawkman
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Hmm.. not a bad idea.
 
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