[net.games] Expansion for the boardgame Risk

ccrdan@ucdavis.UUCP (Dan Gold) (08/19/85)

As it seems like a lot of people have a fondness for that classic, Risk,
so I thought I would post this expansion that appeared in TSR's "The Dragon"
magazine (no comments please) a while ago (Vol. IV, No. 8).  For those
who are short on time, these rules will definitely speed up the game.  

Dan Gold

...ucbvax!ucdavis!minnie:ccrdan

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               Feel Like RISKing Everything?
       Adding Thermonuclear Tension to a Classic Game

                      By George Laking


     As anyone knows who has played  Risk,  victory  in  the
game  is  often  a  combination of lasting through the 255th
battle turn, handing in the 34th  set  of  cards  for  1,019
armies and rolling straight 6's on defense!  To both shorten
the game and return the excitement  and  tension  (which  is
often  lost  in  the slow buildup of ponderous Risk hordes),
the following "nuclear options" are presented.
     Two modifications are necessary before play can begin:
     (1) Draw in additional oceanic  paths  between  Western
Australia  and Madagascar, and between Argentina and Eastern
Australia. [Ed note: for you wargamers, use your 1/4" thick,
4' X 4' piece of glass and marking pen!]
     (2)  Only  five  players  may  participate--the   sixth
player's  pieces  are  used to represent nuclear weapons and
areas of destruction (the RED player's pieces are considered
particularly  appropriate  for  this use).  Alternately, six
may play if  suitable  pieces  (coins,  small  poker  chips,
counters,  etc.)  are  available  to represent each player's
nuclear arsenal.

Nuclear Moratorium
     From the beginning of the game through the end  of  the
third  game-turn,  no  nuclear  weapons may be used.  At the
beginning of the fourth turn, they may be employed freely at
the discretion of the owning player.
     First  Strike:   The  player  who  first  uses  nuclear
weapons  (thereby  initiating  thermonuclear holocaust!) may
DOUBLE the effect of his nuclear weapons for that turn  only
(see  Nuclear  Weapons,  Offensive  Capabilities (below) for
effects).  This bonus  is  given  both  for  initiative  and
surprise.   Note  that  if  he  does not use all the nuclear
weapons in the arsenal, the others effect is not doubled  on
succeeding turns.

Nuclear Builds
     Nuclear weapons may be built  instead  of--but  not  in
addition  to--regular armies.  A player may: (1) build regu-
lar armies only, (2) build  nuclear  weapons  only,  or  (3)
build a combination of both, provided the total of both reg-
ular armies and nuclear weapons does not  exceed  his  total
allowable  builds  from cards, continent bonuses, etc.  each
turn.
     Nuclear weapons are deployed like regular armies at the
beginning  of  a  player's  turn.   However, they may not be
redeployed until the strategic phase of that player's  turn,
with all the limitations placed on them as on regular armies
for strategic redeployment.

Nuclear Weapons
     (1)  Offensive  Capabilities:    One   nuclear   weapon
automatically  destroys  one army unit in the target nation.
Range is unlimited for an offensive nuclear weapon, i.e.  it
can  reach any target nation on the board from any launching
site on the board.
     (2) Defensive Capabilities:  One nuclear weapon used in
a  defensive  capacity  automatically seeks out and destroys
one offensive nuclear weapon in the air, within the  follow-
ing limitation:
     Range of defensive nuclear weapons is  limited  to  the
nation in which they are stationed and those nations immedi-
ately adjacent.  Adjacent nations are defined as those  hav-
ing  a contiguous border with the nation in which the defen-
sive nuclear weapons are stationed.  Bodies of water  negate
the adjacent-nation status.
     (3) Dual Mission:  The players should  note  that  each
nuclear  weapon has both offensive and defensive capability.
The actual employment of the weapon in either its attack  or
defense role is at the individual player's discretion.
     (4) Use:  Nuclear weaponry may be used any time  during
the  combat  portion  of a player's turn.  The attacker need
only state his intention of using nuclear weapons, the  tar-
get  nation  and  the number of weapons used.  The defending
player then states his intention to defend (if he  can)  and
the number of weapons used in defense.
     The attack is resolved first by trading  off  defensive
and  offensive  weapons  on a one-for-one basis and removing
them from  the  board.   Any  excess  in  offensive  weapons
remaining  then  strikes  the defending armies in the target
nation, removing them--again--on a one-for-one basis.   Nor-
mal  combat  may then follow (or continue) at the attacker's
option.
     (5) Results:  If all the defending armies in  a  target
nation  are  destroyed  through  the  use of nuclear weapons
alone, that nation becomes an impassable  nuclear  wasteland
for  one  complete  turn.   Although  destroyed, that nation
still counts toward the owning player's builds  and  control
of that continent.
     The only restriction is  that  no  player  may  advance
armies  into  such  a  territory until the beginning of that
player's turn who originally "wasted" that nation, and  then
only  in the strategic movement phase of each player's turn.
Note that this gives the  destroying  player  the  advantage
since,  in  his  strategic  movement  phase,  he can advance
armies into the territory and take it for his own side!
     A player may  waste  his  own  armies  through  nuclear
attack  in  order  to create impassable "dead" zones between
himself and the enemy  hordes.   However,  if  a  least  one
defending  army  remains  after  nuclear attack, that nation
does not become a wasteland and  the  offensive  player  may
attack it again (at his option) conventionally.
     While nuclear weapons can destroy armies on the  ground
they  cannot  destroy other nuclear weapons unless airborne.
All player's arsenals are assumed to  be  deeply  buried  in
bomb-proof bunkers so that only a rare direct hit might des-
troy  a  single  weapon.   Direct  attacks  against  another
player's arsenal are, therefore, not allowed.
     (6) Defense Against  Ground  Attack:   Nuclear  weapons
have  no defense against conventional ground attack.  If all
the defending armies  in  a  nation  are  destroyed  by  the
enemy's  regular  armies and there is at least one attacking
army left, all nuclear weapons stationed in that nation  are
automatically destroyed and removed from the board.

Doomsday Device
     If any player is wiped out in  a  single  turn  through
nuclear  attack  alone, his remaining nuclear weapons ar not
automatically removed from play (since nuclear weapons  can-
not destroy each other on the ground).  Instead, that player
may take an IMMEDIATE final strike against the player(s)  of
his  choice,  using  whatever  nuclear weapons remain in his
arsenal at the end.

Diplomacy
     It is STRONGLY suggested that  players  form  alliances
and  make  limited  treaties  and  non-aggression pacts well
before the use of nuclear weapons becomes legal in the game.
While  such  alliances  and  treaties are not binding on any
player, they certainly help prevent turning 90% of the world
into a glowing, radioactive waste on turn four!

Experimental Rule
     Nuclear Submarines:  Each player may place up to  three
nuclear weapons at sea in each of the following ocean areas:
(a) Arctic, (b) Atlantic, (c) Antarctic, (d)  Mediterranean,
and  (e)  Pacific.   Such  nuclear weapons may be used in an
offensive capacity only.
     Such weapons may not be  attacked  by  conventional  or
nuclear  arms  while  "at  sea."   Range  of submarine-fired
nuclear weapons  is  limited  to  those  nations  which  are
immediately adjacent to an ocean area in which those nuclear
weapons are stationed, i.e. the target nation  must  have  a
coastline  on a body of water where an attacker's submarine-
based nuclear weapons are stationed in order to be attacked.


                         Discussion

     The above variant rules to Risk were first conceived at
U.S.  Naval  Base,  Rota,  Spain (hence the inclusion of the
experimental nuclear submarines rule) and later fully  play-
tested  by  members of the Mid-Columbia Wargaming Society of
Richland, Washington.  Richland is also the site of the Han-
ford  Nuclear  Reservation,  where  nuclear power plants are
being built  to  generate  electricity!   Needless  to  say,
Nuclear Risk has a large following in the area.
     In the playtesting sessions,  it  became  obvious  that
additional paths were needed to prevent losing Australia and
the entire Western Hemisphere early in the game.  Both areas
are  too easy to defend with conventional forces, thus draw-
ing nuclear fire and reducing  them  to  separate  piles  of
radioactive  ash.  Try playing these rules without the addi-
tional paths and you'll understand what we mean!
     For the same reason, the nuclear moratorium  was  added
to allow the players to consolidate a continent and build up
forces--both  conventional  and  nuclear--before  the  bombs
started  falling.   The  variant  can  be played without the
moratorium, but an optional "trading  period"--allowing  the
players  to  trade  nations  in  order to gain a continent--
should be added.  Even so, games without the moratorium rule
will  go extremely fast (ten turns or less) and be less than
satisfying
     The "first strike" rule places both an advantage and  a
disadvantage  on  the player who goes first once the morato-
rium is lifted.  The advantage is obvious: more  destruction
per  weapon  if you push the button before anyone else does.
The disadvantage is that everyone else knows you  have  that
advantage!   This  requires a certain amount of diplomacy to
prevent being the target of  a  multi-player  alliance,  and
some  risk-taking  if  you  choose not to fire your missiles
first.  Optionally, the players can roll each turn for first
move (beginning with the fourth turn) until someone actually
uses his nuclear weapons.
     Tactics enter the game when the player uses his nuclear
weapons to aid a conventional attack.
     Ideally there are three possibilities:
     (1) Attack first with nuclear weapons to "soften up"  a
position  and  then  go  in  with conventional forces.  This
works best against such positions as the  Siam  barrier  and
other bottlenecks.
     (2) Attack conventionally  first  and,  if  the  battle
turns  against  you,  use  nuclear  weapons  to  bring  your
opponent's number down to your favor again.  At that  point,
return  to the attack with conventional forces until you win
that battle (note that this tactic can be applied repeatedly
to  the  same battle if your opponent continually rolls high
on defense).
     (3) Begin the attack  conventionally  and  end  with  a
nuclear  strike  against  your  opponent's surviving armies.
This is a "desperation" tactic  to  be  used  only  if  your
nuclear  arsenal  is  running  low  and/or your are fighting
defensively on that front (trying  to  gain  a  single  card
through conquest).  It works best when you have the manpower
to spare.
     One important strategy was  discovered  in  playtesting
this  variant:  creating "dead" zones by nuking out your own
(or your opponent's) armies.  This  is  both  offensive  and
defensive  in  nature:  defensively,  it allows you to trade
space for time as you build up forces to return to the stra-
tegic  movement phase--thereby gaining a card if you haven't
overrun anyone else that turn!
     Other strategies are possible using  the  Nuclear  Risk
variant  rules--strategies you'll discover when you sit down
to a short, fast  game  of  Nuclear  Risk.   Battle  fatigue
rarely  sets  in  once  the missiles begin flying, with most
games ending in an hour.  Even games ending with the  entire
world wasted can be useful, providing the broad "historical"
background to such games as Gamma World or After  the  Holo-
caust.
     The next time you want some Risk action but don't  have
ten hours to spare, try these rules and...
     "Nuke'em 'til they glow!!!

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