Fixing Risk
Nov. 30th, 2004 07:54 pmRisk is broken. If you want we can discuss this, but I'm going to assume it's a given. I propose the following to fix it. Many of the ideas are borrowed from R. Wayne Schmittberger's New Rules for Classic Games.
1) All moves are simultaneous. Do it on paper, Diplomacy style. Units have a landspeed of one.
2) On each turn, one player is the "lead player." That player places new units and cashes Risk cards as normal. If that player takes a territory that turn, he/she gets a Risk card.
3) If, at the end of any turn, armies of two or more players are in the same territory, the largest army has the option of cohabitating or destroying each smaller army, starting with the smallest. For each army destroyed, the largest army loses a number of units equal to the losses of the smaller less the difference in size between them. So if 7 destroys 4, 7 takes a single casualty. If, as a result of sorting out casualties, a different army becomes the largest, that army is treated as the largest for sorting out remaining conflicts. Cohabitating armies may choose to combine forces to act as the largest in a territory. Neither player has control of a cohabitated territory, so a cohabitated territory prevents a continent from being controlled.
4) If two armies try to cross the same border in opposite directions, the larger army has the choice of bouncing (i.e. canceling both moves) or destroying the smaller army, as described above.
5) All territories need not be occupied. Players may move armies so that no units are left in a territory. This, however, is not advantageous because it means that continents cannot be controlled and may impact the number of armies a player gets on his turn.
6) Each player may, instead of moving any units, bombard one territory. Each player may only bombard three territories per game. That territory is marked as having been bombarded. At the end of every turn, any armies in a bombarded territory are reduced in size by half, rounding the losses down. Control of a bombarded territory is not necessary for control of the continent containing it.
7) At the end of a turn, if any territory has more than 12 units, reduce to 12 a la Civ. The smallest army removes one, followed by the next smallest army, until 12 is reached or the largest army removes. If the latter is the case, the smallest army removes another army and so on until 12 is reached. If two or more armies are of the same size, they all remove simultaneously, even if this results in going under 12.
If I've missed anything, or if you take issue with any of this, let me know.
1) All moves are simultaneous. Do it on paper, Diplomacy style. Units have a landspeed of one.
2) On each turn, one player is the "lead player." That player places new units and cashes Risk cards as normal. If that player takes a territory that turn, he/she gets a Risk card.
3) If, at the end of any turn, armies of two or more players are in the same territory, the largest army has the option of cohabitating or destroying each smaller army, starting with the smallest. For each army destroyed, the largest army loses a number of units equal to the losses of the smaller less the difference in size between them. So if 7 destroys 4, 7 takes a single casualty. If, as a result of sorting out casualties, a different army becomes the largest, that army is treated as the largest for sorting out remaining conflicts. Cohabitating armies may choose to combine forces to act as the largest in a territory. Neither player has control of a cohabitated territory, so a cohabitated territory prevents a continent from being controlled.
4) If two armies try to cross the same border in opposite directions, the larger army has the choice of bouncing (i.e. canceling both moves) or destroying the smaller army, as described above.
5) All territories need not be occupied. Players may move armies so that no units are left in a territory. This, however, is not advantageous because it means that continents cannot be controlled and may impact the number of armies a player gets on his turn.
6) Each player may, instead of moving any units, bombard one territory. Each player may only bombard three territories per game. That territory is marked as having been bombarded. At the end of every turn, any armies in a bombarded territory are reduced in size by half, rounding the losses down. Control of a bombarded territory is not necessary for control of the continent containing it.
7) At the end of a turn, if any territory has more than 12 units, reduce to 12 a la Civ. The smallest army removes one, followed by the next smallest army, until 12 is reached or the largest army removes. If the latter is the case, the smallest army removes another army and so on until 12 is reached. If two or more armies are of the same size, they all remove simultaneously, even if this results in going under 12.
If I've missed anything, or if you take issue with any of this, let me know.
no subject
Date: 2004-12-01 01:33 am (UTC)no subject
Date: 2004-12-01 06:43 am (UTC)no subject
Date: 2004-12-01 02:39 am (UTC)no subject
Date: 2004-12-01 06:47 am (UTC)What sparked this was a game I watched this weekend where everyone proceeded to attack everyone, even when it clearly wasn't the best move (some of these moves were brought on by animosity dating back to the game played previously). By about turn 3, there were no territories containing more than one army. As a crazy back and forth game that's reasonably heavy on luck, one in which outlandish strategies can be rewarded, Risk can be fun. Treat it like Cosmic - anything can happen, you might as well go for it, if for no other reason than to make everyone else laugh.