[net.games.board] Risk variants

granvold@tymix.UUCP (Tom Granvold) (09/15/85)

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Sender: Tom Granvold
Reply-To: granvold@tymix.UUCP (Tom Granvold)
Distribution: net.games.board
Organization: Tymnet NTD, Cupertino CA
Keywords: variants

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    Many years ago when I was at Berkeley we played a variant of Risk. First
we did not use the cards in order to get armies. The cards were only used
at the beginning of the game. They were delt out to determine who started 
with which areas. The other change was to allow the defender to roll three
dice in defense.
    These changes made the game much more defensive and draged it out. A
typical game would last eight hours. One that I played in I had turned
my stuff over to a spectator at about 10 in the evening. After some sleep
and breakfast I took over from another player at about six the next morning.
All in alll that game lasted nearly 24 hours.

Tom Granvold
ucbvax!allerga!oliveb!tymix!granvold

jj@alice.UUCP (09/17/85)

Our standard Risk (tm) variant was as follows:

1)  Cards were dealt out at the beginning of the game,
and you started with the countries on the cards.  Those who
got jokers got an extra two armies, instead.

2)  Cards were acquired one at a time, as usual.

3)  You keep cards forever.  At the beginning of any turn
where you own a country where you also own a card, you get
one army on that country.  You get armies for overall ownership,
continents, etc, as well.  All armies gotten for continents have
to start on that continent, but overall armies can drop anywhere.

4)  At the end of each turn, you can move as many armies as you
like, subject to the following restriction:
	a)  You may not move any armies into any country after
you've moved one (or more) out, thus no army can move more
than 1 space.  You can make as many moves outof different
countries as you want, subject to the restriction.


These rules make supply lines necessary, tend to lengthen
games, and enforce more cooperation.  They do not make
the game infinite by any stretch of the imagination.
-- 
SUPPORT SECULAR TEDDY-BEAR-ISM.
"Hear the tolling of the bells, iron bells"

(ihnp4/allegra)!alice!jj

clif@intelca.UUCP (Clif Purkiser) (09/20/85)

	The Risk variant that we played most often was "Double Risk".
Double Risk is played with two boards.  Standard Risk rules applied except
that you were allowed to combine the cards from both boards.  So cards came
twice as fast,  however you are allowed to put the armies for 
card on either board.

	It made for some real interesting negotations,  "I'll give you
South America on this board in return for Africa on the other board."
The winner at the end of the night was the person who had scored the most
points.  Each winner of a board got 5 points, second place was worth 3,
and third and fourth, were worth 2 and 1 point respectively.

	Unlike, most variants double risk was finishable in an evening
4-8 hours.

-- 
Clif Purkiser, Intel, Santa Clara, Ca.
HIGH PERFORMANCE MICROPROCESSORS
{pur-ee,hplabs,amd,scgvaxd,dual,idi,omsvax}!intelca!clif
	
{standard disclaimer about how these views are mine and may not reflect
the views of Intel, my boss , or USNET goes here. }

cjsgro@watrose.UUCP (Carlo Sgro) (12/04/85)

Could someone who saved the discussions on Risk variants that was going on 
a while ago please send them to me.  I am especially interested in Nuclear 
Risk.  You see, I told my girlfriend about it and now she wants to go out
and buy me Nuclear Risk for Christmas! :-)  And to complicate things further,
I bought her Risk for Christmas already!  So now I have to try to talk her
out of looking for Nuke Risk while trying to get the rules on the sly.  
Oh well ... what one has to do to play a simple board game :-)!

-- 
Carlo Sgro
...![ihnp4||decvax||allegra||clyde||utzoo]!watmath!watrose!cjsgro

"ihnp4 Express:  Overnight to the USA or you don't pay!"