Post by punkybruster on Jan 28, 2009 1:35:11 GMT -4
So my friend Matt (from Tufts) and I were thinking about Risk, and we decided that Risk has a little bit too much luck and not quite enough strategy. What's more, there isn't much that makes one game different from the next. We decided to come up with a new setup:
Elite Risk – A Risk Variant
By Matt Kelly and Tim Lannin
Elite Risk is a variation on Parker Brothers strategy board game Risk. The only new materials necessary are at least 3 eight-sided dice.
Elite Risk adds additional elements of strategy to Risk by creating new unit types. Infantry remains unchanged, but instead of the cavalry and artillery miniatures counting as multiple units, they have their own designations, counting as one of its respective “elite” unit.
Unit Properties:
Cavalry:
• Attacks with d8 (eight-sided die)
• Defends with a d6 (six-sided die)
• No fortifications (free moves after turn is over)
Artillery:
• Attacks with d6
• Defends with d8
• No fortifications
Infantry:
• Attacks with d6
• Defends with d6
• Fortifications allowed
Acquiring units:
• Continent bonuses grant only infantry, in the amounts listed on the board.
• Country bonuses grant a number of units equal to #countries/3 (rounded down) with a min. of 3 units. Units granted by countries can be any combination of infantry, cavalry, and artillery.
• Cards may be “cashed in” for infantry in the progression shown in the board. However, if a card set contains three cavalry or three artillery, the player may choose to substitute that bonus for the previous value in the sequence, and acquire that smaller amount of elite units of the card type cashed in. (Elite units cannot be obtained on the very first “cash in,” because there is no clear “smaller value.”
Combat:
• An attacker declares an assault on a particular country during his/her turn.
• The attacker may attack with up to 3 units, and may be any combination of infantry, cavalry, and artillery.
• The defender may defend with up to 2 units, and may be any combination of infantry, cavalry, and artillery.
• The attacker and defender declare which dice correspond to which unit types before rolling. For example, if a defender is defending with one cavalry and one infantry, he/she should roll one red d6 and one white d6, and declare that the red d6 correspond to his infantry before he rolls.
• The attacker and defender roll simultaneously.
• Each player sorts his/her rolls highest to lowest. (A d6 may outroll a d8; only the value displayed matters, not the dice maximum.)
• In the case that an attacking roll is paired with tying defending roll, the defender wins.
• In the case that an attacker or a defender rolls two of the same values with different unit types, the owner of the units may choose which unit is considered the “higher” one. (This is useful in the case that only one of the two units would die, so the roller can “save” the more useful one.)
Combat Examples:
#1
Attack Unit.......Attack Rolls......Defender Rolls....Defender Unit
Cavalry............7/8...................6/6......................Infantry
Cavalry............3/8...................3/6......................Infantry
Cavalry............1/8
The Defender loses one infantry and the Attacker loses one cavalry.
#2
Attack Unit.......Attack Rolls......Defender Rolls....Defender Unit
Infantry...........6/6....................5/6.....................Infantry
Cavalry............3/8....................5/6.....................Cavalry
Artillery............5/6
The defender chooses to have his/her infantry be the top (because this is a tie) roll so that the cavalry (a more valuable unit) will go against the weaker roll and survive.
Elite Risk – A Risk Variant
By Matt Kelly and Tim Lannin
Elite Risk is a variation on Parker Brothers strategy board game Risk. The only new materials necessary are at least 3 eight-sided dice.
Elite Risk adds additional elements of strategy to Risk by creating new unit types. Infantry remains unchanged, but instead of the cavalry and artillery miniatures counting as multiple units, they have their own designations, counting as one of its respective “elite” unit.
Unit Properties:
Cavalry:
• Attacks with d8 (eight-sided die)
• Defends with a d6 (six-sided die)
• No fortifications (free moves after turn is over)
Artillery:
• Attacks with d6
• Defends with d8
• No fortifications
Infantry:
• Attacks with d6
• Defends with d6
• Fortifications allowed
Acquiring units:
• Continent bonuses grant only infantry, in the amounts listed on the board.
• Country bonuses grant a number of units equal to #countries/3 (rounded down) with a min. of 3 units. Units granted by countries can be any combination of infantry, cavalry, and artillery.
• Cards may be “cashed in” for infantry in the progression shown in the board. However, if a card set contains three cavalry or three artillery, the player may choose to substitute that bonus for the previous value in the sequence, and acquire that smaller amount of elite units of the card type cashed in. (Elite units cannot be obtained on the very first “cash in,” because there is no clear “smaller value.”
Combat:
• An attacker declares an assault on a particular country during his/her turn.
• The attacker may attack with up to 3 units, and may be any combination of infantry, cavalry, and artillery.
• The defender may defend with up to 2 units, and may be any combination of infantry, cavalry, and artillery.
• The attacker and defender declare which dice correspond to which unit types before rolling. For example, if a defender is defending with one cavalry and one infantry, he/she should roll one red d6 and one white d6, and declare that the red d6 correspond to his infantry before he rolls.
• The attacker and defender roll simultaneously.
• Each player sorts his/her rolls highest to lowest. (A d6 may outroll a d8; only the value displayed matters, not the dice maximum.)
• In the case that an attacking roll is paired with tying defending roll, the defender wins.
• In the case that an attacker or a defender rolls two of the same values with different unit types, the owner of the units may choose which unit is considered the “higher” one. (This is useful in the case that only one of the two units would die, so the roller can “save” the more useful one.)
Combat Examples:
#1
Attack Unit.......Attack Rolls......Defender Rolls....Defender Unit
Cavalry............7/8...................6/6......................Infantry
Cavalry............3/8...................3/6......................Infantry
Cavalry............1/8
The Defender loses one infantry and the Attacker loses one cavalry.
#2
Attack Unit.......Attack Rolls......Defender Rolls....Defender Unit
Infantry...........6/6....................5/6.....................Infantry
Cavalry............3/8....................5/6.....................Cavalry
Artillery............5/6
The defender chooses to have his/her infantry be the top (because this is a tie) roll so that the cavalry (a more valuable unit) will go against the weaker roll and survive.