CC Rules vs. Official Rules
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CC Rules vs. Official Rules
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...
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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...)
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Fortification...
Official rule is Adjacent Fort
IRTOC uses Chained Fort
French rule is Adjacent Fort
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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.
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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
____________________________________________________
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.
Re: CC Rules vs. Official Rules
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.
- donkeylove
- Posts: 207
- Joined: Wed Apr 11, 2007 1:24 pm
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.
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.
- misterman10
- Posts: 9412
- Joined: Thu May 24, 2007 1:48 pm
- Location: Out on the Pitch.
- Contact:
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.
I hate people like you
Pleasant Chaps still suck cock.
Yakuza power.
Yakuza power.
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.
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.
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...
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Wild_Tiger
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- RiskTycoon
- Posts: 1093
- Joined: Wed Nov 29, 2006 3:29 pm
- Gender: Male
- Location: Massachusetts, USA
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....
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!....
"How do you like that? Even among misfits you're a misfit!"
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).
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]
Eliminating an opponent
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.
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.

