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Unread 12-19-2010, 09:13 AM   #1
Melfice
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RPGs and Tabletops Let's Conquer the World: A Let's Play of Risk!

Welcome and thank you for your interest in this LP.
Hopefully we'll be having a good time together as you invade each other's lands and murder the enemy's armies in a lovely game of Risk!



The Rules:
Despite what Hasbro would like us do, this won't be a game for Objectives. Nossir! We'll be going for nothing short of world domination!
Also, I will be assuming you have a basic grasp of the smaller things of Risk. If you don't, you can throw me a PM and I will explain the things that I didn't explain clearly, or weren't explained at all.

Also, I will be rolling all the dice and moving all the pieces. Initially, this will be done via photography, though depending on quality and convenience I may switch to posting a digital gameboard on the forums and only posting the dice-rolls as actual photography.

Please make sure you have, or can make, enough time to play this to completion. Writing down orders shouldn't take more than 15 minutes, unless you're being really serious about this game, so in theory it should be possible to continue playing no matter what goes on (save serious illness or other maladies, but let's not think about that).

Set-up:
Your initial placements will be pre-defined; otherwise it would take way too long and be way too complicated, taking turns placing our armies.
When signing up, please state which colour you'd like to play and the name of your nation(s) and your title (think grand: Supreme General, Glorious Beacon of Radiance, etc, etc):
  • Yellow
  • Green
  • Blue
  • Red
  • Black

Turns, Orders and Re-enforcements:

Turns: The Turns are defined by one player's orders being executed. So, every Round consists of X Turns, where X is the number of players. The Turn order is re-rolled every Round (initiative), so as to keep any (unfair) advantages for a player to a minimum.

Orders:At the end of every Round (Player's orders have been executed), I will expect every player to send their Re-enforcement placements, Attack Orders and Troop Movements to the following email address: Nukleargames [AT] gmail [DOT] com
These orders need to be in the inbox 36 Hours after a round has been posted in this thread.

Order need to be titled in this fashion: [ROUND #] [FACTION COLOUR]
So, for instance the Red army sends me an order for Round 6, the email would look like this:

Code:
Round 6 Red
Turn in 3 Stars
Re-enforcements: 
4 armies in Indonesia
4 armies in Madagascar
Attack:
5 armies from Indonesia to South-East Asia
Troop Movement:
2 armies from Western-Australia to Indonesia
If there are amendments to be made, make sure you do those as quickly as possible. If all orders for that round are in, I won't honour any changes to yours. Any amendments need to come in the same form. The ENTIRE email copied, and amended where necessary. Email title is [ROUND # AMENDMENT] [FACTION COLOUR]

NOTE: I most likely live in a different timezone from you, so keep that in mind when deciding your options!
After the orders have been sent in (or 36 hours have passed!), I will process and execute them as soon as possible. If I have NOT received any orders from you, your re-enforcements are lost (forfeit), and none of your armies will be doing anything, save defending.

Re-enforcements: The amount of re-enforcements are calculated by ((amount of territories + amount of cities) / 3) + Continent Bonuses + amount of capitals + any number of cards you might trade in for extra armies
I will post, at the end of every Round, the amount of re-enforcements every player is entitled to. The minimum amount of Re-enforcements will always be three (3) armies.
Re-enforcements are placed simultaneously for all players at the beginning of every Round, to avoid a player ending up with not being able to place their armies due to the target territory being taken over.

List of Continent bonuses:
  • North-America = 5
  • South-America = 2
  • Europe = 5
  • Africa = 3
  • Asia = 7
  • Australia = 2

Cards: are received for taking over territories.
These cards are not like your father's Risk Cards, though. Instead of matching three types of army on the cards, these contain STARS. The stars are what you trade in for extra armies. There are 1- and 2 star cards. So, in theory, after Round 2, the first player could have 7 EXTRA re-enforcements.

List of trade-in value for amount of stars traded in:
Left: Number of stars. Right: Number of Armies
  1. 0
  2. 2
  3. 4
  4. 7
  5. 10
  6. 13
  7. 17
  8. 21
  9. 25
  10. 30

Objectives and Rewards
If we were playing the Objective-oriented game of Risk, you'd need to get 3 Objectives to win the game. Since we're going for world domination, this rule DOES NOT COUNT. However, I'm still including Objectives because of the accompanying Rewards.
Rewards can give a player certain benefits, such as:
  • An extra 2 armies for your re-enforcements
  • A guaranteed card at the end of every Turn
  • Extra Troop Movements, either at the start or end of your Turn
  • Bonus Attack- or Defence dice
  • An Airport
    • An Airport adds one (1) extra point to your highest dice in the territory you placed the airport in or the surrounding territories

If a player is completely defeated, the player who conquered them automatically inherits the Rewards, aside from the Airport which gets destroyed if the territory it is in gets taken over.

Attacking and Defending
I think everybody is familiar with attacking and defending, so no further explanation here.
One note: Attackers can define in their Orders with how many armies (thus the amount of die) they wish to attack. Defenders ALWAYS defend with the maximum amount of die.

Conquered Empires: Life after Ruling
A little house rule, not-at-all stolen from other Risk Let's Plays:
If an Empire gets conquered, the conquering leader gets to decide what to do with the fallen leader.
  • Place in captivity
    • A Leader in captivity may lead a Revolution (explained below) - assuming they can roll the dice they need to escape...
    • If a Leader has been placed in captivity, they will need to be guarded by three (3) armies at all times. If, at the end of a Round, less than three armies occupy the territory a Leader has been incarcerated in a Revolution automatically succeeds and the territory become property of the ex-captive and any armies therein change sides.
    • If a territory with a captured Leader changes ownership, the new owner decides the fate of the captive, assuming they have enough armies to safeguard the ill-fated Leader.
  • Exile
    • A Leader in exile has been placed on a small island, somewhere in the North- or South Atlantic Ocean. No Revolutions for you! Unless you can convince the hermitcrabs to revolt against the monkeys of course.
    • I can't force anybody to do anything, but it would be very lovely if an exiled Leader would still contribute to the Let's Play. This can be done either via writing their memoirs - recounting the tale of their Rise and Fall from their point of view - or otherwise contributing in any way they feel might be appropriate.
  • Execute
    • Dead men tell no tales, least of all inspire armies to rebel. Keep in mind this is NOT a fun option. What's Risk without a little bit of risk, eh? We are also deprived of any memoirs or other contributions from this Leader (if they are so disposed). I wasn't kidding when I said the dead don't speak.

*To succeed in a revolution, a captured Leader needs to roll three sixes (6) on their dice.
If the Leader rolls three ones (1), they are caught in the act and are prevented from attempting another Revolution for five Rounds

If the Revolution succeeds, they wrest control of the territory from their captor, and manages to convince any present armies to switch sides into the newly captured territory.

Alliances and Negotiations
The game Risk has no rules for or against alliances, temporary truces and other forms of... ugh, diplomacy.
I will honour this non-rule with the addition that any negotiations between players go through me, via e-mail.
Any player wishing to enter negotiations with another player needs to send ME an email first, specifying so. I will then contact that player with the request and they may then, at their discretion, decide whether or not to honour the request.
Should the request be honoured, the negotiations can commence directly between those players. I don't care how this happens - e-mail or PMs on the forums - as long as I get a record of these negotiations.
Results of negotiations will NOT be publicised, unless one or both parties chooses to at their own discretion.

Negotiation request can be sent to the game e-mail address with the following format in the title [ROUND #] [NEGOTIATION] [FACTION COLOURS]
Example
Code:
Round 7 Negotiation Red and Black
MAKE SURE THAT YOU SEND YOUR NEGOTIATION REQUEST BEFORE YOU SEND YOUR ORDERS. Orders take priority over negotiation requests. The 36 hour timer WILL be paused in the case two parties are negotiating.

______

I think I now have every major (house) rule described. Any questions can be asked during sign-up or via PM.

So, with all that done, go sign up!
I await your commands, oh grand Leaders of this world!

Sign-up sheet:
Name of Leader:
Name of Nation:
Colour of Preference (First come, first serve!):
__________________
Quote:
"A-Admiral! There are three other Destroyers in this system already!"
"What's wrong? We have 4 fleet supply."
"Yes, but... there's a PDS on the planet below!"
"...May God help us all. *mashes Self Destruct button*"

Last edited by Melfice; 12-19-2010 at 10:17 AM.
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