Hi everyone!
Is it possible to use a different rule for dices and add an extra rule for territory?
Risk II advance rules use a very good system that cut down around 50% of the luck with dices compare to standard rules.
My ideas:
Territory - Every players receive 1 deployment for every 3 territory that are touching each other in their longest chain. Example: You have 2 chains of connected territories. one of 6 and one of 10. You will receive 3 additional deployment for your longest chain. 10/3= 3 round down.
Dices - Using 10 faces dices instead of 6 faces. The defender get a draw on equality instead of a win and both side use only 1 dice. When attacking or defending with more than 5 armies the dice change color and the odds on the dice change too and do more damage.
Example: Player A attack with 7 armies against player B defending with 6 armies. They both use a lvl 2 dice that do 2 armies damage until one of them go down to 5 armies or less. In that case it will do only 1 army damage. Player A get a 8 and Player B get a 8. It is a draw no one lose armies. Player A get 7 Player B get 2. Player B lose 2 armies. Now Player A can do only 1 damage but still use a lvl 2 dice odds.
Dice odds example:
5 armies or less: 10% chance to get a 1-10. Damage done =1 for both players
6-9 armies: 8% chance to get a 1-2, 11% chance to get a 3-6, 10% to get a 7-10. Damage done = 2 if both player use this dice.
It goes like this for 5 different lvl of dice odds and damages.
Maybe it could be added to the already established CC rules as a new game type like Standard and the others. So it works with all maps and other options. Or simply use on a single map like World 2.1 that could be called World 3.1.
If this is possible to be done, I am willing to develop the concept idea in details if someone can program it.
Looking forward for your comments.
Best regards,
zndow