CC Rules vs. Official Rules

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.
Post Reply

What would you like to see....

 
Total votes: 0

User avatar
Robinette
Posts: 2944
Joined: Sat Apr 29, 2006 1:32 pm
Location: Northern California

CC Rules vs. Official Rules

Post by Robinette »

We are all familiar with CC Rules, but did you know that the Official Rules are different...

And some of you are planning to attend the IRTOC (International Risk Tournament of Champions)... I figure it wouldn't hurt to be practicing those rules now. So I thought it would be worthwhile to show the differences between the Official Rules, the IRTOC rules, and for fun we'll even add the Original French Rules known as The Conquest of the World...
___________________________________________________

Official rules... IROTC rules... French rules...
Bonus Cards for all have always been Escalating (4,6,8,10,12,15,20...)
And they ALL utilize the Classic map, Standard (no teams), Sequential, and 3-6 players 6p only for IROTC (typical) In 1980 an optional 'Rule Varation for Risk Experts' was introduced to escalate by 1 (4,5,6,7...)
___________________________________________________
Fortification...

Official rule is Adjacent Fort
IRTOC uses Chained Fort
French rule is Adjacent Fort
___________________________________________________
The Initial Setup...
CC Rules are random selection, with 3 armies on each territory
Original French Rules deal the cards and you start with ONLY 1 army on each territory
IRTOC rules deal the cards to determine initial territories which each get 1 army, and then players sequentially place reinforcements 1 army at a time until they have no more to place.
Official Rules players take turns selecting unoccupied countries and then continue in sequence placing reinforcements 1 army at a time.
___________________________________________________
And finally, the Elimination of Opponents...there have been several official versions of this rule over the years, including one version that required you to have 6 cards before you could cash-in mid-turn, if you had only 5 cards after eliminating an opponent, you could NOT cash... listed in green is the Original and most prevalant version of this rule
CC Rules - must have 5 or more cards to cash a set
Original Rules - any set can be cashed mid-turn, even if you have only 3 cards
IROTC Rules - same as Original Rules, 3 cards
____________________________________________________
Last edited by Robinette on Thu Aug 16, 2007 12:55 am, edited 4 times in total.
User avatar
borox0
Posts: 573
Joined: Fri Jun 29, 2007 3:11 pm
Location: New Zealand
Contact:

Re: CC Rules vs. Official Rules

Post by borox0 »

yea i knew about these rules. I played risk ftf before this, otherwise how would i know what it is
I'm pretty sure there's a lot more to life than being really, really, ridiculously good looking. And I plan on finding out what that is.
User avatar
hulmey
Posts: 3742
Joined: Fri Nov 03, 2006 7:33 am
Location: Las Vegas

Post by hulmey »

theres so many different versions that none of them are offical...

In the arab countries they play monopoly counter clock wise , so is that unoffical!!??
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
User avatar
Stymie
Posts: 288
Joined: Mon Dec 11, 2006 1:19 am
Gender: Female
Location: New Mexico
Contact:

Post by Stymie »

This would be cool to try out.
I doubt I will do any better with these rules than I do with CC rules.
:lol:
User avatar
donkeylove
Posts: 207
Joined: Wed Apr 11, 2007 1:24 pm

Post by donkeylove »

There is one problem that using these rules would bring, unless they were only for real time games. It could takes days or even weeks just deploying your armies one at a time sequentially before the game even starts.
User avatar
Sikkram
Posts: 42
Joined: Thu Jul 06, 2006 3:17 am
Location: The valley of the Sun
Contact:

Post by Sikkram »

Still playing the Board game Risk occationally (The global domination version) we play by the rule book, so I am always noting the differences between CC and the real thing. The one rule I didn't see you bring up is, that when you conquer all of a country, your current turn is over.
I enjoy this rule as much as the placement of armies in the beginning.
I understand why placing armies isn't suitable for this online game, there are idiots that join games and aren't there to take a turn 2 minutes later.
User avatar
misterman10
Posts: 9412
Joined: Thu May 24, 2007 1:48 pm
Location: Out on the Pitch.
Contact:

Post by misterman10 »

Sikkram wrote:there are idiots that join games and aren't there to take a turn 2 minutes later.


Another crybaby. When you join a game doesnt mean that you stay logged on. You can join and then need to leave. Or if you join 1st, 2nd, or 3rd in a 6 player game you will have to wait.

:roll: :roll: :roll:
I hate people like you
Pleasant Chaps still suck cock.

Yakuza power.
User avatar
3seven1
Posts: 294
Joined: Fri Jul 27, 2007 5:24 pm
Gender: Male
Location: Fresno, CA, USA

Post by 3seven1 »

I've posted this in the suggestion forum and everybody thought it was a horrible idea. Is it in any of the rules to only be able to attack adjacent territories?

Here is my suggestion:

http://www.conquerclub.com/forum/viewtopic.php?t=24733

The first post is my explination of it and I think on page two I have a better explination.
User avatar
Robinette
Posts: 2944
Joined: Sat Apr 29, 2006 1:32 pm
Location: Northern California

Post by Robinette »

3seven1 wrote:Is it in any of the rules to only be able to attack adjacent territories?

No... and personally, i don't think i'd like it


sikkram wrote:one rule I didn't see you bring up is, that when you conquer all of a country, your current turn is over

I assume you meant continent... and no, I have never heard of this and once again, i don't think i'd personally like it


hulmey wrote:theres so many different versions that none of them are offical...

Lol... That is like saying there since there are so many different brands of soda, that there is no Official Coke... have fun playing the game anyway you want to, including counter-clockwise.

borox0 wrote:yea i knew about these rules

ALL of them?? Impressive...
User avatar
hulmey
Posts: 3742
Joined: Fri Nov 03, 2006 7:33 am
Location: Las Vegas

Post by hulmey »

well m8 we dont call coke soda....We call it a fizzy drink and god and behold they are owned by different companies were as risk is owned by one. Do you know who the owners are?
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
Wild_Tiger
Posts: 809
Joined: Sat Feb 03, 2007 3:39 pm
Gender: Male
Location: Netherlands

Post by Wild_Tiger »

Seriously stop using this annoying color, its not only hard to read but also hurts my eyes.
Image
I got beaten by 2 privates and all I got was this lousy feedback!
User avatar
RiskTycoon
Posts: 1093
Joined: Wed Nov 29, 2006 3:29 pm
Gender: Male
Location: Massachusetts, USA

Post by RiskTycoon »

Wild_Tiger wrote:Seriously stop using this annoying color, its not only hard to read but also hurts my eyes.


It screws with my rods and cones too Wild_T.... :lol:

I think having an option to play the board game rules with your pals (including placing armies and all) would be cool.... If you have a bunch of pals willing to play it, why not? it would be fun!.... :D
"How do you like that? Even among misfits you're a misfit!"
User avatar
Robinette
Posts: 2944
Joined: Sat Apr 29, 2006 1:32 pm
Location: Northern California

Post by Robinette »

Wild_Tiger wrote:Seriously stop using this annoying color, its not only hard to read but also hurts my eyes.


I didn't like it either, and it was time to clean up that entire post... hope you like it now...
I've done alot more than just change that color...
Image
User avatar
hulmey
Posts: 3742
Joined: Fri Nov 03, 2006 7:33 am
Location: Las Vegas

Post by hulmey »

i have never known the rules to be offically escalating. My sister and I back in the day used to play flat rate and when you have attacked and conquered you may only move forward 3.

My friends and i now play the game flat rate. But the initial deployment is where ever you want it to be instead if having to have 3 on each (which can make or break you early on).
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
User avatar
IRTOC
Posts: 25
Joined: Tue May 15, 2007 10:49 am
Location: USA
Contact:

Eliminating an opponent

Post by IRTOC »

Many people still get confused when they conquer an opponent.

You may cash in any amount of cards when you take an opponent over as long as you have matched sets, but it must be done before your next roll of the dice.

Also, if a player decides that he/she wants to hang on to their cards for their next turn they must remember that they cannot have more than 5 cards at the beginning of each turn.
Post Reply

Return to “Conquer Club Discussion”