199 Open Daily games
2 Open Realtime games
  • Status: Dev
  • Version: 0.1
  • Designer: RiskyBack
  • Rating: Unrated
  • Rating Score:
  • Difficulty: n/a
  • Created Date: 17th Oct 2012
  • Release Date: n/a
  • Games Played: 2
  • #1:
  • #2:
  • #3:

Design Information
Territories 48
Continents 12
Advanced Features Border Modifiers
Factories
 
Board Settings
Gameplay Turn Based
Available Players
5
Card Sets Worth 4,6,8,10,4,6,4
Territory Selection Simultaneous
Unit Placement Simultaneous
Starting Setup Scenario based
Capital Cities On
Teamplay Disabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Troops
Tanks
Planes
Wild
Seat Color Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Orange Default Default
5 Purple Default Default
6 Cyan Default Default
7 Lime Default Default
8 Pink Default Default
9 Yellow Default Default
10 Navy Default Default
11 Brown Default Default
12 Violet Default Default

Board Description

Please note: I am just trying an idea out with this map, this probably won't be the final version, I just want to see if the idea works.

This is the standard Risk Map that you are all used to and that I hate. Each player starts with 40 units to place with Simultaneous placement. Abandon is turned on to Immediate so if you don't place units in a territory it reverts to neutral right away. This could be good or bad depending.

Ok, so here's the thing, at the bottom of the map are 5 clocks. Each player starts with a clock with 3 units in it. 3 is the maximum units allowed in the clock. Each turn the clock will reduce by 1 unit. You can replace units there up to 3. If the clock reaches 0, you are eliminated before the turn even starts.

Remember, if you end a turn with 1 in your clock you will be eliminated before your next turn starts.

Each clock can attack the Suicide Pool to reduce themselves to 1 but not eliminate yourself. This can be done if you lose everything on the map and don't want to just end your turn until you are eliminated.

Thanks for testing this. Maybe it will be cool...I don't know. I like the idea.

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOn
Number of attacks allowedUnlimited
Number of fortifies allowed1
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOn
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledNo
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOff
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,6,8,10,4,6,8,10,4,6,4
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned2
Minimum bonus units per turn3
Elimination bonus0
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %0
Destroy unallocated CapitalsOn
Number of units per Player40
Decrease unit count per player0
Initial unit count minimum0
Territory selectionSimultaneous
Unit placementSimultaneous
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone