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Risk 2210 A.D.» Forums » Variants

Subject: Game Tested, Player Approved! rss

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Mr X
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I saw some of the varients on this site and decided to test them out. After playing them with various friends I learned an unfortunate truth: They sound good on paper but don't always play out well. So here are the rules we all came up with and think work well while keeping things simple:

1). First, we all know the water colonies are somewhat useless. People can win the game without them and so they opt not to bother. The fix to this is to allow any player to attack any water colony from any other water colony. From a realistic stand point this makes sense: The navies would have stealth submarines, the oceans are huge and cannot be easily monitored, and each faction would be able to move through the oceans from place to place unnoticed and unchallenged. From a game standpoint this really opens up the board and forces everyone to guard their beaches carefully. Now everyone has an incentive to "go water". The colonies are easy to take but extreamly hard to hold because anyone can attack anyone else from any other water colony.

2). Instead of commanders rolling a D8, their ability is to reroll one die per dice roll. This makes sense in a militaristic stand point because officers and commanders can change the tide of war during a battle at the last minute. This is represented in the reroll. It's their last ditch effort to win.

3). The moon, with the default rules, isn't good enough. Yes, if you control the entire moon you get eight units a turn; but you can't really use them to attack Earth other then using your "free move" all the time. Instead allow any player to attack Earth from the moon as long as they own one of the continents on Luna. They attack by randomly drawing a land card until it is one an opponent controls. They then must attack once before deciding if they want to pull back their troops (see rule 8). This helps players use the troops they get from the moon, and makes fighting over it better. You might think the moon is too good with this but it's not true: Any player can attack the moon from up to four different locations each. This makes holding the moon nearly impossible.

4). Default amount of command cards that can be drawn per turn is three.

5). Add an energy cap at 10 energies per turn. This prevents an over saturation of energy and can cause the player with the biggest empire to feel more stretched out (balancing the game). Also helps prevent a runaway winner.

6). Only allow troops to be free moved from one adjacent territory to another. No "from point A to point B as long as you own the territories inbetween". This is too good of an ability when used with the water rule above (see rule 1).

7). Strongholds/Lunar Launchers only add a +1 to one die per dice roll. They still create an extra unit per turn and cost five energy.

8). Once an invasion has begun the two armies must fight until death unless the invader decides to retreat which would use his or her free move to do so.

9). Drop the "five round limit" and play to total world domination! Just recycle the command cards after they're used up.

10). No bidding for turn order.
 
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Richard Young
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What makes you so certain the original rules don't work? The water colonies were only thrown in to give other routes between continents, and for just that they work fine. The moon is more thematic chrome than anything else and is not worth wasting a lot of time fiddling with. Go there or don't, if you're so inclined. It may not make a big difference to a lot of games, but there will be some where it does...
 
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Damien Browne
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Actually every time we've played, the water colonies are worth more than the moon - just because they are strategicly placed.

The moon is always under attack and never held, and if any player tries to hold it, they lose their land colonies to the guy with the neighbouring naval colonies.

So each have their own strength. The original rules DO have their own small problems, but that's just RISK.
 
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