Risk (abandoned)
Posted: Mon Jan 04, 2010 5:15 pm
PREMIUM REQUIRED
Settings
escalating
chained
sunny
automatic
sequential
casual
Max players allowed-84
OK players, dig out your old Risk Boards
Each player starts off by selecting a territory off the old Risk board (if you don't know the terts, they're listed under the maps spoiler). Each player can start with just 1 tert. This will give us a 42 player tournament. Each player must designate a home map from the list of possible CC maps that incorporate that territory
[spoiler=maps]NORTH AMERICA
Alaska-Duck N Cover, Extreme Global Warming, Arctic, World 2.1, North America, FIrst Nations of the Americas
Northwest Tert-Canada, North America, Arctic, First Nations of NA, World 2.1, The Northwest Passage
Greenland -Greenland, Extreme Global Warming, Europa, Duck n Cover, Arctic, The Northwest Passage
Alberta-Canada, North America, First Nations of NA, New World, Doodle Earth, Land and Sea
Ontario-Canada, Great Lakes, North America, World 2.1, Duck n Cover, First Nations of the Americas
Quebec- North America, Fractured America, Arctic, Canada, New World, Extreme Global Warming
Western US-USA West, USA, Fractured America, Arms Race, RailUSA, Route 66
Eastern US-Fractured America, American Civil War, Arms Race, USApoc, RailUSA, 13 Colonies
Central America-Central America, Mexico, New World, Duck n Cover, First Nations of NA, Fractured America
9 North America terts
SOUTH AMERICA
Venezuela-World 2.1, Caribbean Islands, South America, New World, Land and Sea, First Nations of the Americas
Peru-First Nations of South America, Doodle Earth, New World, South America, Extreme Global Warming, Land and Sea
Argentina-Extreme Global Warming, World 2.1, South America, New World, Land and Sea, Triple Alliance
Brazil-Brazil, Doodle Earth, Triple Alliance, First Nations of South America, South America, First Nations of the Americas
4 South America terts
AFRICA
North Africa-Africa, Eastern Hemisphere, Imperium Romium, Europe, Doodle Earth, Alexander's Empire
EGYPT-Alexander's Empire, Africa, WWI Ottoman Empire, Middle East, Egypt: Upper, Doodle Earth
East Africa-Africa, World 2.1, Eastern Hemisphere, Land and Sea, Doodle Earth, RailAfrica
Congo-Africa, World 2.1, Eastern Hemisphere, Doodle Earth, Land and Sea RailAfrica
Madagascar-Madagascar, Africa, World 2.1, Extreme Global Warming, Eastern Hemisphere, RailAfrica
South Africa-South Africa 1885, Africa, Eastern Hemisphere, World 2.1, Extreme Global Warming, RailAfrica
6 Africa terts
EUROPE
Iceland-Iceland, Arctic, Europa, Europe, Doodle Earth, Extreme Global Warming
Great Britain-British Isles, Napolenoic Europe, Duck n Cover, , Eastern Hemisphere, Europe 1914, Rail Europe
Western Europe-Napoleonic Europe, Europa, Orient Express, Iberia, Rail Europe, Third Crusade
Northern Europe-Orient Express, Third Crusade, Flanders 1302, BeNeLux, Holy Roman Empire, Unification Germany
Southern Europe-Napoleonic Europe, Ancient Greece, Alexander's Empire, Europe 1914, Imperium Rominum, Balkan Pensiula
Scandanavia-Europe, World 2.1, Arctic, Europa, Nordic Countries, Doodle Earth
Ukraine-Europe, Europa, Europe 1914, Arctic, Eastern Hemisphere, Rail Europe
7 Europe terts
ASIA
Middle East-Middle East, Eastern Hemisphere, Extreme Global Warming, World 2.1, WWI Ottoman Empire, Third Crusade
Afghanistan-Asia, Eastern Hemisphere, World 2.1, Middle East, Doodle Earth, Alexander's Empire
India-Indian Empire, Asia, Duck and Cover, Eastern Hemisphere, Extreme Global Warming, Land and Sea
China-Greater China, Asia, Doodle Earth, Duck n Cover, Eastern Hemisphere, Mongol Empire
Ural-Soviet Union, World 2.1, Arms Race, Eastern Hemisphere, Asia, Trannssib 1914
Siberia-Soviet Union, Arms Race, Asia, Extreme Global Warming, Duck n Cover, Transsib 1914
Yakutsk-Soviet Union, Arctic, Arms Race, Eastern Hemisphere, World 2.1, Transsib 1914
Irkutsk Arctic, Eastern Hemisphere, Soviet Union, Arms Race, Asia, Transsib 1914
Mongolia-Mongol Empire, Asia, Greater China, World 2.1, Eastern Hemisphere Extreme Global Warming
Japan- Japan, Asia, Duck n Cover, Extreme Global Warming, Arctic, Eastern Hemisphere
Kamchatka-Soviet Union, Arctic, Arms Race, World 2.1, Eastern Hemisphere, Asia
Siam-Eastern Hemisphere, Asia, Bamboo Jack, Indochina, World 2.1, Thailand
12 Asia terts
AUSTRALIA
Indonesia-Asia, Oceania, World 2.1, Eastern Hemisphere, Philippines WWII Australia
New Guinea-Oceania, World 2.1, WWII Australia, Eastern Hemisphere, Land and Sea WWII Iwo Jima
Eastern Australia-Australia, Extreme Global Warming, World 2.1, WWII Australia, Rail Australia, Oceania
Western Australia-Australia, RailAustralia, World 2.1, Oceania, WWII Australia, Doodle Earth[/spoiler]
Oceania 4 terts
So there are 5 maps per tert and each player will choose their home map. When you take a new tert from someone else YOU MUST CHANGE THE MAP to something that the previous player did not use.
All games are escalating, chained, sunny since these are the general Risk rules that we all grew up with.
ROUND 1-
2 players will claim each territory during sign ups. Those who do not specify will be assigned one at my discretion. These players will then face off on all 5 of the maps for the territory (5 games sent at once). The first to 3 wins will get to play in Round 2, anyone who fails to win their 3 wins is out. Once all slots are determined the next round will begin with a PM from me.
For Round 2, after receiving a PM from me stating that ROund 1 is over all players will send me a PM telling me 1) what their home map is going to be and 2) where they are attacking. So for instance, Player A holds Japan. Player A would send a PM stating that he is attacking Kamchatka and that the home map is Duck n Cover. All these PMs will be tabulated and the games created. If two or more players are attacking the same tert (for instance, If the player in Mongolia is also attacking Kamchatka) one game will be made for all players involved winner takes the territory. If it is 1v1 it will be a best of 3 series.
It is possible for a player to lose their territory and still stay in if they win their attack.
After all Round 2 games are played the map will be updated-likely some will be eliminated and we'll move onto Round 3.
All players with 1-5 terts will have one attack per round. Players with 6-10 will have 2 attacks, 11-15 will have 3 attacks and so forth. You cannot use multiple attacks on the same territory nor may you attack from the same territory on multiple attacks so if you have 3 your PM will read something along the lines of "Siam attacks Indonesia, Ukraine attacks Middle East and Central America attacks Venezuela"
CONTINENT BONUSES.
Players will get an extra attack based on holding a contintent for the following number of consecutive rounds.
Asia-every round you start holding all of asia you get an extra attack
Europe/North America-you must hold for 2 rounds (counted at the start of the round) for an extra attack
Africa you must hold for 3 rounds
Australia/South America hold for 4 rounds.
Players will get invites to join the games they need to be into the games within 48 hours (I'll invite twice) or they will be counted as a loss for that tert.
Players do not have to make attacks on their turn if they do not wish to.
Settings
escalating
chained
sunny
automatic
sequential
casual
Max players allowed-84
OK players, dig out your old Risk Boards
Each player starts off by selecting a territory off the old Risk board (if you don't know the terts, they're listed under the maps spoiler). Each player can start with just 1 tert. This will give us a 42 player tournament. Each player must designate a home map from the list of possible CC maps that incorporate that territory
[spoiler=maps]NORTH AMERICA
Alaska-Duck N Cover, Extreme Global Warming, Arctic, World 2.1, North America, FIrst Nations of the Americas
Northwest Tert-Canada, North America, Arctic, First Nations of NA, World 2.1, The Northwest Passage
Greenland -Greenland, Extreme Global Warming, Europa, Duck n Cover, Arctic, The Northwest Passage
Alberta-Canada, North America, First Nations of NA, New World, Doodle Earth, Land and Sea
Ontario-Canada, Great Lakes, North America, World 2.1, Duck n Cover, First Nations of the Americas
Quebec- North America, Fractured America, Arctic, Canada, New World, Extreme Global Warming
Western US-USA West, USA, Fractured America, Arms Race, RailUSA, Route 66
Eastern US-Fractured America, American Civil War, Arms Race, USApoc, RailUSA, 13 Colonies
Central America-Central America, Mexico, New World, Duck n Cover, First Nations of NA, Fractured America
9 North America terts
SOUTH AMERICA
Venezuela-World 2.1, Caribbean Islands, South America, New World, Land and Sea, First Nations of the Americas
Peru-First Nations of South America, Doodle Earth, New World, South America, Extreme Global Warming, Land and Sea
Argentina-Extreme Global Warming, World 2.1, South America, New World, Land and Sea, Triple Alliance
Brazil-Brazil, Doodle Earth, Triple Alliance, First Nations of South America, South America, First Nations of the Americas
4 South America terts
AFRICA
North Africa-Africa, Eastern Hemisphere, Imperium Romium, Europe, Doodle Earth, Alexander's Empire
EGYPT-Alexander's Empire, Africa, WWI Ottoman Empire, Middle East, Egypt: Upper, Doodle Earth
East Africa-Africa, World 2.1, Eastern Hemisphere, Land and Sea, Doodle Earth, RailAfrica
Congo-Africa, World 2.1, Eastern Hemisphere, Doodle Earth, Land and Sea RailAfrica
Madagascar-Madagascar, Africa, World 2.1, Extreme Global Warming, Eastern Hemisphere, RailAfrica
South Africa-South Africa 1885, Africa, Eastern Hemisphere, World 2.1, Extreme Global Warming, RailAfrica
6 Africa terts
EUROPE
Iceland-Iceland, Arctic, Europa, Europe, Doodle Earth, Extreme Global Warming
Great Britain-British Isles, Napolenoic Europe, Duck n Cover, , Eastern Hemisphere, Europe 1914, Rail Europe
Western Europe-Napoleonic Europe, Europa, Orient Express, Iberia, Rail Europe, Third Crusade
Northern Europe-Orient Express, Third Crusade, Flanders 1302, BeNeLux, Holy Roman Empire, Unification Germany
Southern Europe-Napoleonic Europe, Ancient Greece, Alexander's Empire, Europe 1914, Imperium Rominum, Balkan Pensiula
Scandanavia-Europe, World 2.1, Arctic, Europa, Nordic Countries, Doodle Earth
Ukraine-Europe, Europa, Europe 1914, Arctic, Eastern Hemisphere, Rail Europe
7 Europe terts
ASIA
Middle East-Middle East, Eastern Hemisphere, Extreme Global Warming, World 2.1, WWI Ottoman Empire, Third Crusade
Afghanistan-Asia, Eastern Hemisphere, World 2.1, Middle East, Doodle Earth, Alexander's Empire
India-Indian Empire, Asia, Duck and Cover, Eastern Hemisphere, Extreme Global Warming, Land and Sea
China-Greater China, Asia, Doodle Earth, Duck n Cover, Eastern Hemisphere, Mongol Empire
Ural-Soviet Union, World 2.1, Arms Race, Eastern Hemisphere, Asia, Trannssib 1914
Siberia-Soviet Union, Arms Race, Asia, Extreme Global Warming, Duck n Cover, Transsib 1914
Yakutsk-Soviet Union, Arctic, Arms Race, Eastern Hemisphere, World 2.1, Transsib 1914
Irkutsk Arctic, Eastern Hemisphere, Soviet Union, Arms Race, Asia, Transsib 1914
Mongolia-Mongol Empire, Asia, Greater China, World 2.1, Eastern Hemisphere Extreme Global Warming
Japan- Japan, Asia, Duck n Cover, Extreme Global Warming, Arctic, Eastern Hemisphere
Kamchatka-Soviet Union, Arctic, Arms Race, World 2.1, Eastern Hemisphere, Asia
Siam-Eastern Hemisphere, Asia, Bamboo Jack, Indochina, World 2.1, Thailand
12 Asia terts
AUSTRALIA
Indonesia-Asia, Oceania, World 2.1, Eastern Hemisphere, Philippines WWII Australia
New Guinea-Oceania, World 2.1, WWII Australia, Eastern Hemisphere, Land and Sea WWII Iwo Jima
Eastern Australia-Australia, Extreme Global Warming, World 2.1, WWII Australia, Rail Australia, Oceania
Western Australia-Australia, RailAustralia, World 2.1, Oceania, WWII Australia, Doodle Earth[/spoiler]
Oceania 4 terts
So there are 5 maps per tert and each player will choose their home map. When you take a new tert from someone else YOU MUST CHANGE THE MAP to something that the previous player did not use.
All games are escalating, chained, sunny since these are the general Risk rules that we all grew up with.
ROUND 1-
2 players will claim each territory during sign ups. Those who do not specify will be assigned one at my discretion. These players will then face off on all 5 of the maps for the territory (5 games sent at once). The first to 3 wins will get to play in Round 2, anyone who fails to win their 3 wins is out. Once all slots are determined the next round will begin with a PM from me.
For Round 2, after receiving a PM from me stating that ROund 1 is over all players will send me a PM telling me 1) what their home map is going to be and 2) where they are attacking. So for instance, Player A holds Japan. Player A would send a PM stating that he is attacking Kamchatka and that the home map is Duck n Cover. All these PMs will be tabulated and the games created. If two or more players are attacking the same tert (for instance, If the player in Mongolia is also attacking Kamchatka) one game will be made for all players involved winner takes the territory. If it is 1v1 it will be a best of 3 series.
It is possible for a player to lose their territory and still stay in if they win their attack.
After all Round 2 games are played the map will be updated-likely some will be eliminated and we'll move onto Round 3.
All players with 1-5 terts will have one attack per round. Players with 6-10 will have 2 attacks, 11-15 will have 3 attacks and so forth. You cannot use multiple attacks on the same territory nor may you attack from the same territory on multiple attacks so if you have 3 your PM will read something along the lines of "Siam attacks Indonesia, Ukraine attacks Middle East and Central America attacks Venezuela"
CONTINENT BONUSES.
Players will get an extra attack based on holding a contintent for the following number of consecutive rounds.
Asia-every round you start holding all of asia you get an extra attack
Europe/North America-you must hold for 2 rounds (counted at the start of the round) for an extra attack
Africa you must hold for 3 rounds
Australia/South America hold for 4 rounds.
Players will get invites to join the games they need to be into the games within 48 hours (I'll invite twice) or they will be counted as a loss for that tert.
Players do not have to make attacks on their turn if they do not wish to.

