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Thread: Risk

  1. #81
    Hanul is offline Senior Member Always Around
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    I know that lol. Except this is a game based on war and strategy.

    Until one has given everything, one has given nothing.
    óGeorges Guynemer

  2. #82
    Henchy432 is offline Senior Member Community Builder
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    Great we have started, but what country do I fricnkin' have?

  3. #83
    Talamare is offline Senior Member Always Around
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    check pg 5
    youre in austria hungary with urameshi

  4. #84
    flash is offline Senior Member Community Builder
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    I decided not to have a fleet in the middle of the ocean, I want the battle end quick

    So yeah, fleet has to be parked in the coastal at any time.
    Game will start in 6 hours.

    New units will be added after every Fall, along with combining units. Retreat has to be made to unoccupied area (not enemy territory).

    Finalized Rule:

    Quote Originally Posted by flash, courtesy of CPR
    BASIC OVERVIEW:

    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 18 or 15 of the thirty-four supply centers.

    GAME PLAY
    Diplomacy is turn-based - movement turns.

    First, we have a Negotiation session 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.

    The Orders Period: players secretly write orders for each unit to the host. These orders are revealed simultaneously and simultaneously executed. The orders has to be submitted before the current season ends.
    Each season has 36 hours cycle.

    Choice of orders include

    1. Attack/move: to any space adjacent to the unit's current location

    2. Attack support - assist the move of a different unit moving into a space adjacent to the unit's current location
    3. Defense support – assist in the defense of an adjacent space (the one that supported has to be on hold position)

    4. Convoy - Convoy an army to another coastal by using fleet(s).
    5. Combine - Combine 2 armies/fleets into stronger one.
    6. Hold (defense). Stay.

    General Rules:
    Armies may only occupy land regions
    fleets may only occupy coastal regions with specified sea region.

    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.

    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. Each cycle is written in terms of Fall and Spring

    EXTRA DETAILS:
    Starting territory:

    England (dark blue): Liverpool, London, Edinburgh, Clyde, York, Wales
    Germany (black): Berlin, Munich, Kiel, Ruhr, Prussia, Silesia.
    Russia (White): Moscow, Warsaw, St.Petersburg, Sevastopol, Livonia, Finland, Ukraine
    Turkey (yellow): Constantinople, Smyrna, Ankara, Armenia, Syria
    Austria-Hungary (Red): Vienna, Budapest, Trieste, Tyrolia, Bohemia, Galicia
    Italy (Green): Rome, Venezia, Napoli, Piemonte, Tuscany, Apulia
    France (Light Blue): Paris, Marseilles, Brest, Picardy, Burgundy, Gascony

    A = army = circles
    F = Fleets = Rectangles
    AA = 2 Armies (combined) = Circles with a star in it
    FF = 2 Fleets (combined) = Rectangles with a star in it

    Occupied or taken territory will be marked with = A hollow circle or hollow star with corresponding colors.
    At the start, the original country area will be marked with colors on the edge/border of the each country province.
    (i.e. yellow for turkey, white for Russia, green for Italy, and so on)
    supply Center is marked with Asterisk /yellow little star.

    On each move, each Great Power may order all its units, or some, or none of them

    A unit may be ordered to do only one thing on each move. An army may be ordered to move, Attack support or defense support, combine, Convoy, and Hold/stay (defense). A fleet may be ordered to move, support (defense or attack), or convoy.

    An army may move to any adjacent province, unless this move causes it to conflict with another unit under the rule that no two units may occupy the same space at the same time. A fleet may move to any body of water or coastal province which is adjacent to its current location, unless this move causes it to conflict with another unit.

    Fleet Movement:
    Fleets can move to any ocean that's adjacent to the ocean where they are. Fleets must be parked (they can't be in the middle of an Ocean) in any coastal province where they are at anytime.

    For example:

    A Russian fleet in Norway - Norwegian Sea can move to this space/province:
    - St. Petersburg
    - Norway (North Sea or Barents Sea)
    - Denmark ( North Sea)
    - Holland ( North Sea)
    - Belgium ( North Sea)
    - London ( North Sea)
    - York (North Sea)
    - Edinburgh ( North Sea or Norwegian sea)
    - Clyde ( North Sea or Norwegian sea)

    They (any unit) can't move to iceland, ireland, or siberia.


    KIEL AND CONSTANTINOPLE. By virtue of the waterways through these two provinces, fleets may enter them along one coast, and on another move, leave from the other coast. Armies may also pass into and out of these provinces, freely bridgeing these waterways. Note that this does not mean that pieces may jump over these provinces.

    OTHER PROVINCES HAVING TWO COASTS (Bulgaria, Spain, and St. Petersburg). If a fleet enters one of these provinces, it enters along one coast, and may leave only from that coast. It nevertheless occupies the entire province. If a fleet is ordered to one of these provinces, and it is possible for the fleet to move to either coast, the order must specify which coast, or the fleet does not move. A fleet which may move to one of these provinces may "support" in such provinces without regard for the separation of the coastline into two stretches.

    SWEDEN AND DENMARK. An army or fleet may move from Sweden to Denmark or vice versa. A fleet moving from the Baltic Sea to the Skagerrak or vice versa must first move to Sweden or Denmark. Note also that Denmark does not border on Berlin.

    CONFLICTS. If two units are ordered to the same space, neither may move. If a unit is not ordered to move, or is prevented from miving, and another unit is ordered to its space, that unit may not move. If two units are ordered each to the space the other occupies, neither may move. The three situations are called "stand-offs". Like the other rules governing conflicts, these rules apply whether the units involved are armies or fleets, which are essentially equal in power, and different only in the places to which they may move.

    THE ORDERS: (in more depth)

    THE SUPPORT ORDER- A unit may give up its move in order to support another unit trying to defense (hold) or enter a space (attack support). This space must be one to which the supporting unit could have made a move if not opposed by other units. That is, the space must be adjacent to that in which the supporting unit is located, and must be suitable for an army or fleet, whichever the supporting unit may be. Fleets may support armies, and vice versa.

    A unit moves with the strength of itself and all its supports. Unless it is opposed by a single unit equally well or better supported, it may make its move. Equally well supported units which conflict in the situation follow the same rules.

    A unit which otherwise would have remained in the province thus occupied is dislodged and must "retreat".

    The exception is that an order to move, with support, against a unit belonging to the same country as the moving or supporting unit is of no effect; that is, a country may not force one of its own units to retreat.


    In other words, you can't attack your own unit, but you can create a stand of space/province by ordering your units to the same space/province with equal power.

    For example:

    Order:
    Russia:
    A. St. Petersburg => attack => moscow
    A. Livonia => attack => moscow
    A. warsaw => hold
    A. Ukraine => hold
    A. Turkey => hold

    England:
    A. Prussia => attack => Warsaw
    A. Silesia => attack support => Prussia into Warsaw

    Result:
    A. Prussia move to Warsaw,
    Stand of space/province created in Moscow, therefore any army can't retreat there.
    A. Warsaw can't retreat, destroyed.
    Last edited by flash; 09-04-2007 at 02:28 PM.

  5. #85
    flash is offline Senior Member Community Builder
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    Quote Originally Posted by flash, courtesy of CPR

    ATTACK/move:
    A move, order correctly given

    CUTTING SUPPORTS.
    If a unit ordered to support in a given province is attacked from a different province the unit disregards its order to support, "turns to face its attacker", and defends its own position. The unit that was to have received support then, of course, does not receive it.

    Example A: Germany: Army Prussia to Warsaw, Army Silesia supports Prussia to Warsaw. Russia: Army Warsaw stands, Army Bohemia to Silesia. No pieces move. the army in Silesia defends itself from the attack from Bohemia, leaving the Prussian army unsupported in its attack on the Warsaw army.
    Example B: Germay: same as above. Russia: Army Warsaw to Silesia. The Prussian army moves to Warsaw, and the Russian army must reteat. The unit ordered to support (the Silesian army) in a given province (Warsaw) was not attacked from a different province (from Warsaw). There is no way the single Russian army can hold Warsaw against this supported attack.

    Note that it is only a support order which is nullified by attack from the side. A unit ordered to move, even if unsuccessful, still may cut a support or strand off a single unit, even though its own position is attacked with support and it is consequently dislodged.

    Note that a unit does not have to be next to the unit it is supporting; it must be next to the space in which it is delivering support.

    STANDING AND RECEIVING SUPPORT. A unit not ordered to move may be supported in its position to resist attacks of equally well supported units. Such a unit may give support as it stands, if so ordered; but a single attack will still cut the support it gives.
    If a piece is ordered to move, and another piece is ordered to support the first piece in its original position "provided it fails to move", the support order is void. The player must elect whether to attempt a move or to stand and receive support.

    THE RETREAT:
    After all the orders have been read, the conflicts resolved, and the moves made, any dislodged unit makes its retreat. It must move to a space to which it could ordinarily move if unopposed; that is, to an adjacent space suitable to an army or to a fleet, as the case may be. The unit may not retreat, however, to any space that is occupied, not to the space the attacker came from, not to a space which was left vacant due to a stand-off on the move, not to an enemy territory (or occupied territory)
    If there is no such place, the retreating unit is annihilated and its marker removed from the board. An army may not be convoyed during a retreat.

    Unit can't retreat to occupied enemy space.
    Definition of occupied enemy space:
    1. Original country spaces/provinces that are within the colored (white, yellow, green, etc) edge.
    For example: Any Russian province (warsaw, ukraine, moscow, Finland etc) is enemy space to any other country.

    If Russian units are all completely destroyed, then that provinces are no longer occupied.

    2. Unoccupied space that is taken over by any country after Fall round. This province that's taken over will be marked with hollow colored star.
    For example: Albania is unoccupied space, then Turkey takes it over by the end of Fall, it will be marked with Yellow hollow star. Italy or any other country will not be able to retreat there.

    3. occupied space that's taken over by other country.
    For example: Ukraine is Russian territory, but after the fall turn it is taken over by Turkey.
    It'll be Turkey's territory (marked with Yellow hollow star).
    Italy, Russia or any other country will not be able to retreat to that province.

    If a fleet is defeated in a battle, then they can only retreat to any coastal that's on that ocean where the fleet is.
    for example, a French fleet in ROMA - Tyrbennian sea is defeated, they can only retreat to Tuscany/Tunisia/Napoli - Tyrbennian sea, only If they own(take over) Napoli and Tuscany
    .

    THE CONVOY ORDER,
    CONVOYING AN ARMY ACROSS A BODY OF WATER.
    A fleet may convoy an army from any province on the coast of that body to any other province on the coast of that body. To do this, the army must be ordered to the province and the fleet must be ordered to convoy it. The order to the fleet must give both the location and the destination of the army being convoyed.

    If the fleet is dislodged on the move, the army may not move; but an attack on the fleet, which does not dislodge it, has no effect on the convoy. The fleet may not move or support during the convoying move. If two or more fleets control adjacent bodies of water, the army may be convoyed through all these bodies on one move.

    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.

    Your destination is determined by the last fleet.
    This last fleet can only carry the army to the coastal in which the last fleet is positioned.

    For example:



    The army can’t occupy the land where the fleet is. The ARMY which convoys will have a power of 2 (from the last convoy fleet) automatically. Convoy is aborted if one of the convoy fleet is attacked.
    Hints: When a convoy fleet is attacked with a power of 2 or more, they will go into hold mode automatically and can be supported (defense) by other units.
    The fleets can’t convoy and be supported (defense) at the same time.

    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.

    For example: (convoy with support)
    http://aycu22.webshots.com/image/242...2473730_rs.jpg

    GAINING AND LOSING UNITS
    OCCUPYING SUPPLY CENTERS.
    Occupation of a supply center by a Great Power occurs when one of its units is located in that supply center immediately in Fall (after spring to fall move), complete with retreats, if any, has been played. Once occupation has been established, the center may be left vacant as long as the player sees fit, and it will still suplly one of his units, unless another Great Power establishes occupation of it.

    After the Spring to Fall moves have been played, and the retreats, if any, made, each player's number of units is adjusted to equal the number of supply centers his country controls. If he has to remove units, he chooses which ones to remove. If he gains units, s/he may place them, one in each unoccupied supply center in his home country only. (provided such supply centers are still under his control.) He must specify a fleet on an army in a coastal supply center. (If Russia builds a fleet in St. Petersburg, Russia must specify on which coast it is to appear.) If his home supply centers are all occupied by his own units or under foreign domination, a player must wait until the next Spring to Fall move on which this situation can be corrected to raise any unit to which he may be entitled; though by occupation of supply centers he may reduce the forces of some other country. (From this it should be clear that if he has lost all his home supply centers, he may still fight on with the units and supply cneters remaining under his control, but he may not gain units untill he recaptures a home supply center and leaves it vacant.

    Cycles
    The game is read in cycles of Fall and Spring. Each has 36 hours.

    Conflicts
    If two or more units are ordered to the same space, none of them may move. If a unit is not ordered to move, or is prevented from moving, and other units are ordered to its space, those other units may not move. If two units are ordered, each to the space the other occupies, neither may move. These three situations are called "stand-offs." Like the other rules governing conflicts, these rules apply whether the units involved are armies or fleets, which are essentially equal in power and different only in the spaces to which they may move.

    How to win: A game of Risk ends either when one player controls an outright majority of supply centers (18 or 15 on a standard map), or when all remaining players agree to a draw.

    How to write orders (examples):

    Attack/move:
    Army Warsaw => attack => Moscow
    fleet Tunisia - Ionian sea => attack => Bulagria - Aegean Sea
    fleet Tunisia - Tyrbennian Sea => attack => Tuscany - Gulf of lyon

    Hold:
    A. warsaw => hold
    F. Stevastopol - Black sea => hold

    Support:

    Army Stevastopol => attack support => Army Warsaw into moscow
    Army Ukraine => attack support => Fleet Ankara into Stevastopol - Black sea

    Army Stevastopol => defense support => Army Warsaw
    Army Ukraine => defense support => Fleet Stevastopol - Black sea

    Convoy:

    using this example
    http://aycu26.webshots.com/image/279...5927750_rs.jpg

    Army Norway => convoy => Clyde > Liverpool > Gascony > Spain.
    OR
    Army Norway => convoy => Clyde > Liverpool > Gascony > North Africa.
    And so on.

    Combine:
    Army warsaw => combine => Army Livonia (livonia will have 1 army with power of 2)
    Fleet Stevastopol => combine => Fleet Ankara (Ankara - black sea will have 1 fleet with power of 2)

    Specific RULES:

    1) Fleets can only move along the coasts of wherever in their ocean and in their adjacent ocean in one turn.

    2) The counting of new armies/fleets will be every fall.

    3) Fleets can move to any ocean that's adjacent to the ocean where they are. Fleets must be parked (they can't be in the middle of an Ocean) in the coastal province where they are at anytime.

    For example: Fleets in the Tunisia (Ionian sea) can move to Ionian sea of Tuscany, Roma, Napoli, Tunisia.
    OR
    it can move to Adriatic sea of Trieste, Albania.
    OR
    it can move to Aegean sea of Greece, Bulgaria, Constantinopel, Smyrna.
    OR
    it can move to East Med. sea of Smyrna, Syria.

    COMBINE:

    4) You can combine units that’s adjacent to each other at every fall.
    If the units that are trying to combine are attacked with power greater than 2. Then the combine action is cancelled and it is forced to retreat.

    You can’t do anything (support, move, or hold) when you do the combine move, the armies that's involved in combine orders can't be supported (defense or attack).
    You must specify, which province you want to combine into. (e.g. an army in Ankara and Smyrna have to specify, where to combine, Smyrna or Ankara.)

    Example of success/failed combining.
    http://aycu35.webshots.com/image/249...8545743_rs.jpg (succeess)
    http://aycu20.webshots.com/image/272...1012119_rs.jpg (Failed)
    http://aycu20.webshots.com/image/267...8062905_rs.jpg (success)

    If you're combining with other countries, both countries have to tell me which country will control the combined unit.

    More examples on armies battle:

    example1:


    Example2:


    Example 3:
    Sorry to double post again, the rules is too long, it won't let me post, I have to divide them.


    Let me know if I miss something or there is a conflict or confusion.
    depending on the situation, you can win by having 15 supply centers or 18 supply centers, I will decide later.
    Last edited by flash; 09-04-2007 at 02:25 PM.

  6. #86
    Hanul is offline Senior Member Always Around
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    Hey wait question, earlier you said we take over during fall. But that was a typo right? We can take over any area any time, long as there isn't anyone already there. We only get new troops during fall, but we can take over any area, whether it's spring or fall.

    Until one has given everything, one has given nothing.
    óGeorges Guynemer

  7. #87
    flash is offline Senior Member Community Builder
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    No, I said what I meant. It is during the every fall.
    So your unit have to be in the space/province with the supply center or any regular province (without supply center) at the next Fall 1901 to claim that province. We will start at Fall 1900.
    So this will give you 2 turns: 1. fall 1900 to spring 1901 and 2. spring 1901 to fall 1901
    before you can claim/take over the province.

    When you claim/take over that province, it will be marked with the pretty colored star.


    On the next spring, I will add the new unit(s).

    Oh I'll make changes to the combine rule, you can do it anytime, because it is an order, which will take you 1 turn.
    Last edited by flash; 09-04-2007 at 01:51 PM.

  8. #88
    irecinius is offline Senior Member Community Builder
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    Can you move out troops from one place, and then move from another to the place that was just unocupied?
    "Chile is a thin and tall country"

  9. #89
    Talamare is offline Senior Member Always Around
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    <-- wonders when we will decide to drop the combine order

    probably when the only way to get into a country is by this one path thats being blocked by a +2 and a +2 support lol

  10. #90
    flash is offline Senior Member Community Builder
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    Quote Originally Posted by irecinius View Post
    Can you move out troops from one place, and then move from another to the place that was just unocupied?
    Not sure what u r asking, give me an example.

 

 
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