Talossan RISK game
Sept 27, 2016 8:31:27 GMT -6
Iason Bitxichë Taiwos and Sarac'h Maria Dulciour like this
Post by Alèx Soleighlfred on Sept 27, 2016 8:31:27 GMT -6
A CALL FOR THE FIRST EVER TALOSSAN RISK GAME!
...This was long ago, when there was only Talossa, and the whole world was Talossa, and Cézembre, too. And it was SO long ago, that there were only berbers who found themselves in this world, which was Talossa, and nothing but Talossa. And so they realized the world needed to be conquered...
I. TERMS
1. Map - the map of Talossa used for the RISK game.
2. Province - the province of Talossa indicated by a bold black border.
3. Land - a piece of land on the map indicated by thinner borders. A land can harbor any amount of units.
4. Conqueror - a person who participates in the game.
5. Country - a group of lands that belong to one Conqueror. It has a name and a color.
6. Unit - a unit of warriors that are situated on a certain land.
7. Free land - a land that has no units on it.
8. Capital - a most important land of the country indicated by a big colorful star. If a Conqueror's capital is conquered, he loses his country. A Capital is automatically a Stronghold, it's the only Stronghold that can also be an Innerland.
9. Stronghold - a land that cannot attack and has benefits while defending, indicated by a small star. A stronghold can't be an innerland (with an exception of the Capital).
10. Gamemaster - the one who controls the game, resolves the actions and produces the maps.
11. Step - an iteration of game during which Conquerors perform actions which are then resolved in specific order.
12. Action - a certain command\action sent to the Gamemaster and then resolved by him.
13. Action Plan - a sequence of actions expressed verbally and sent to a Gamemaster.
14. Borderland - a land, which has at least one neighbouring land not controlled by the same Conqueror.
15. Innerland - a land surrounded only by the lands controlled by the same Conqueror.
16. Land name - a name given to a land by it's Conqueror.
17. Force Stack - an imaginary stack where the newly produced units are placed before the reinforcement step. The number of newly produced units is equal to quantity of his Borderlands multiplied by 3, but no less than 12 new units.
18. Reinforcement - a type of action, when a Conqueror gets any number of new units from his Force Stack and place them on any of his lands. Additionally, and only once per step, the Capital gets an additional troop, and all it's bordering lands get additional troops.
19. Conquer - a type of action, when a Conqueror may conquer either a free land, or a conquered land.
20. Battle - an event when a Conqueror attempts to conquer a land controlled by an enemy during his Conquer action.
21. Strongholding - a type of action, when a Conqueror may either turn a land into a stronghold or turn it back into a simple land.
22. Move - a type of action, when a Conqueror moves any amount of units from any of his lands to and of bordering lands that belongs to him. The only restriction is that one particular unit can only be moved once per a Move action (your unit won't be able to cross your whole country with 1 Move step).
23. Capitalshift - a type of action when the capital is moved to another land or declared. Only countries with 10 or more lands can declare a Capital.
24. Resolution - a process during which actions are enacted by the Gamemaster and result in a renewed map.
25. Victory - a Conqueror is declared a winner if all the lands on the map are either controlled by him or are free.
II. GAMEPLAY
1. The Game starts when there are at least 4 Conquerors registered. More Conquerors can appear even after the Game starts and until the last free land is conquered.
2. After the Gamemaster announces the start of a step, Conquerors should send their Action Plans to the Gamemaster privately.
3. After the Gamemaster announces the start of a step, the newly produced units are placed into each Conqueror's Force Stack.
4. Gamemaster announces the end of step when all the Action Plans are submitted, or the predetermined deadline is reached.
5. If upon deadline, a Conqueror doesn't submit his Action Plan, he gets assigned 6 random actions.
6. After the step is over, the Gamemaster resolves the actions. First actions are resolved in order in which the Action Plans were submitted, then second actions are resolved, and so forth until tenth actions are resolved.
7. The Gamemaster can participate in the game, in this case his actions are resolved first in the first step, then last in the next step, and so forth.
8. After the actions are resolved, the Action Plans, the Resolutions and the new map are published. After that happens, the Gamemaster announces a new step.
III. ACTIONS
1. One step consists of up to 10 actions. Those are described by the Conqueror in the Action Plan.
2. Types of action are: Reinforcement (R), Conquer (Q), Strongholding (S), Move (M), Capitalshift (C).
3. Conqueror may freely distribute his actions, there are no restrictions to quantity of each.
4. If a Capitalshift occurs during a step, at least 5 actions after it (including those of the next step) can't be those of Conquer.
IV. CONQUERING
1. There are two types of conquering: conquering of a Free Land and conquering of a land controlled by an enemy (Battle).
2. Conquering can only occur by lands with 3 or more units on them.
3. If a Free Land is being conquered, the following happens: at least one unit is moved from the attacker land to a new land, the Conqueror gives a name to the conquered land.
4. If a Battle is being fought, the following happens: for each unit of each of battling lands, a dice is rolled. If a unit is situated on a stronghold, it gets +2 for each roll. Then the scores for each of two lands are summed up. The land with bigger score wins. In case of a tie, the dice is rerolled. In case of a successful conquering, the amount of units on a conquered land is halved rounding down. Then, at least one unit from attacker land is moved to a conquered land. If a conquered land was a Stronghold, it loses Stronghold.
V. RESOLUTION
1. If an action resolution depends on whether the previous action was successful (e.g. successful battle), then it is only resolved in the case of previous success.
2. If there are not enough units in the Force Stack to perform a Reinforcement, only the amount of units that exist in the Force Stack are used.
3. If a Conquer needs to resolve from a land that is no longer under control of the Conqueror, this Conquer is not resolved (does not happen).
VI. CLARIFICATIONS
1. Yes, you can attack from recently conquered lands, if you have enough units on it.
2. A Land Name can be a letter, a number, a word - anything.
3. You are allowed to form and propose alliances, either openly or secretly, and discuss mutual strategy (only privately). This will add chill because people would start suspecting alliances and there will be no way to really know who's with whom.
4. Do not make your Action Plan public until it's published by the Gamemaster.
5. The capacity of the force stack is functionally infinite.
6. If a conqueror knows in advance they will be unavailable for coming step(s), he can leave special instructions, but actions done by other players may seriously jeopardize them. He can also temporarily delegate his rule to another player or Gamemaster (it is considered a fair play in this case to not deliberately undermine the opponent's country while it's under your control). But I'm actually planning to wait for everyone until it takes too long.
7. Initial declaration of the Capital should be done as a regular Capitalshift action.
8. If the land shares at least an inch of a border with a foreign (free or conquered) land, then it's a Borderland. Edge lands aren't Borderlands. An unoccupied enclave makes the lands around it Borderlands.
9. If at the end of the step a Conqueror does posess 10 lands or more and hasn't perform Capitalhift to declare a Capital, he must do this next step and then withdraw from Conquering for next 10 actions. If he fails to do so, the next attempt will mean 15 withdrawals, etc.
10. The borders situated diagonally and sharing a corner aren't considered to border each other.
11. If a land becomes an Innerland, it loses Stronghold automatically. Therefore, during action resolution, if a land is an Innerland, it's automatically considered not Stronghold.
VII. NOTATION
1. You can use a short notation to declare your Action Plan. This will make things easier.
2. R = Reinforcement. Q = Conquer. S = Strongholding. C = Capitalshift. M = Move.
3. R: London, 3 = reinforcement. Put 3 units from Force Stack to London.
4. Q: London >> Bratislava, 2 = attempt to conquer Bratislava and move there 2 units if conquered.
5. Q: London >> (north) = conquer free land to north. In parentheses is a verbal description of a target land, preferrably it's compas position.
6. S: +London = make London a stronghold. S: -London = remove a stronghold from London.
7. C: London = declare London a new capital
8. M: London >> Edinburgh, 3; Paris >> Berlin, 2 = move 3 units from London to Edinburgh, then 2 units from Paris to Berlin.
9. [Wellington] = call the land Wellington.
This game might take A LOT of time.... But isn't this wonderful - making history?