Let me start by saying
1) I never played this game.
2) I think it'd be fun to try it out. I call host!
The board is a map of Europe showing political boundaries as they existed at the beginning of the 20th century, divided into fifty-six land regions and nineteen sea regions.
Each player other than Russia begins the game with three units (armies and fleets); Russia has four units (two armies and two fleets) to compensate for its larger area and number of neighbours.
Only one unit at a time may occupy a given map region.
Thirty-four of the land regions contain supply centers, corresponding to major centers of industry or commerce (e.g., "London," "Rome,"). The number of supply centers a player controls determines the total number of armies and fleets a player may have on the board, and as players gain and lose control of different centers, they may build and remove units accordingly.
At the beginning of the game, there are twelve "neutral" (unoccupied) supply centers; these are all typically captured within the first few moves, allowing all the powers to ramp up their military strength. Thereafter the game becomes zero sum, with any gains in a player's strength coming at the expense of a rival.
Players who control no supply centers are eliminated from the game, and victory is achieved if a player controls eighteen of the thirty-four supply centers.
Diplomacy is turn-based - movement turns.
First, we have a Negotiation period in which players entice, wheedle, bluff, cajole, and threaten each other in an attempt to form favorable partnerships.
Secret negotiations and secret agreements are explicitly allowed, but no agreements of any kind are enforceable.
This period shall last 48 hours.
After the negotiation period is over, it is the Orders Period where players secretly write orders for each unit to the host. These orders are revealed simultaneously and simultaneously executed.
Choice of orders include
1)move- to any space adjacent to the unit's current location
2)support- assist the move of a different unit moving into a space adjacent to the unit's current location, or assist in the defense of an adjacent space
3)hold- do nothing
Armies may only occupy land regions
fleets may only occupy sea regions and land regions which border the sea.
Fleets and armies in combination can execute a "convoy," which allows transport of an army across either one (or multiple) bodies of water to a distant land square.
One Fleet per sea space traversed is required if multiple bodies of water are to be traversed.
Since only one unit can occupy any particular game space, conflicts (such as two armies ordered to enter the same space), are resolved according to rules determining how much "support" a unit has for its movement. When two units attempt to occupy the same region, the one with more support wins. The greatest concentration of force is always victorious;
If the forces are equal a standoff results and the units remain in their original positions.
If a supporting unit is attacked (except by the unit against which the support is directed), the support is nullified, which allows units to affect the outcome of conflicts in regions not directly adjacent.
Occasionally these conceptually simple rules result in situations which are difficult to adjudicate, or even paradoxical.
This period shall last 24 hours.
After this turn, previously uncontrolled supply centers become owned by the occupying player, and each power's supply center total is recalculated. At that point players with fewer supply centers than units on the board must disband units, while players with more supply centers than units on the board are entitled to build units.
Units may only be built in that player's "Home" centers, that is, those centers with which each Great Power begins the game. Therefore, a player may not build units in any captured "neutral" center or in another player's "Home" centers.
Then, a new cycle will begin.
How to win: A game of Risk ends either when one player controls an outright majority of supply centres (18 on a standard map), or when all remaining players agree to a draw.
The Map: (which will be photoshoped after the end of each turn to show where are everyone's stuff)
Interested? There shall be 3 people per team depending on how popular sign ups are. Furthermore, I choose the teams, which will be all random.
1. Brimstone <--gonna be replaced with Ishman cause of ban....
3. 98abaile <--gonna be replaced with Aurora86
10. Sperm worm
13. Dante Obscuri13.
--- questions? Post away! ^_^ ---
p.s. All info was stolen from wiki