177 Open Daily games
0 Open Realtime games
  • Status: Live
  • Version: 7.0
  • Designer: Ozyman
  • Rating:
  • Rating Score: 5.39 out of 10 [23 ratings]
  • Difficulty: Intermediate
  • Created Date: 20th Oct 2020
  • Release Date: 30th Nov 2010
  • Games Played: 256

Design Information
Territories 73
Continents 59
Advanced Features Border Modifiers
One-way Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities On
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Cliffs
Shore
Grotto
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 3 Default
3 Blue 3 Default
4 Black 4 Default
5 Orange 4 Default
6 Purple 4 Default
7 Grey 5 Default
8 Cyan 5 Default
9 Lime 5 Default
10 Pink 6 Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Based upon the standard Risk board, this map adds control of the oceans to the battle.

Capitals Scenario!

Star territories are 'Capital Cities'.

Continents

Continents are worth the same as the standard board.

Capitals (marked with a star) are worth +2 all by themselves. If you take any capitals and then lose all your capitals, you will be eliminated, and 1/3 of any remaining troops will be given to your eliminator. Capitals can attack any terrtitory in their continent. Capitals defend and attack at +1, and this bonus is accumulative with the harbor defensive bonus, so a capital being attack from the sea, defends at +2.

Harbors (marked with an anchor are also worth +1 all by themselves. All ocean territories are worth +1 (+2 total for harbors) if you also control every adjacent ocean.

Attacks between land and sea are only allowed when there is a harbor in the ocean territory. there is a +1 to defense (both ways). Harbors are indicated by an anchor icon.

Islands

Please note that unlike the regular risk map you cannot directly attack islands from the main continent. You MUST go through the ocean to complete some continents, or use the border from a capital.

Starting Scenario

Player territories - 4 units

Capitals - 2 units

Anchor territories within a land continent - 3 units.

Anchor territories between land continents - 4 units.

Red Sea (i.e. O33) is a special case, and starts with 3 units.

Bering Sea (i.e. O1 & O5) is a special case and starts with 6 units across two harbors.

Math

For 3v2:

+1 to defense - average loses of 1.25 attackers per defender

no bonus - average loses of .85 attackers per defender

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values4,5,6,7,8,9,10,11,12,13,14
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 owned3
Minimum bonus units per turn3
Elimination bonus5
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:Seat
Allow seat selectionNone
Capital citiesOn
Capital city captureOn
Capital city unit assimilation %33
Destroy unallocated CapitalsOff
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 73
Continents 58
Advanced Features Border Modifiers
One-way Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Cliffs
Shore
Grotto
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 3 Default
3 Blue 3 Default
4 Black 4 Default
5 Orange 4 Default
6 Purple 4 Default
7 Grey 5 Default
8 Cyan 5 Default
9 Lime 5 Default
10 Pink 6 Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Based upon the standard Risk board, this map adds control of the oceans to the battle.

Continents

Continents are worth the same as the standard board, with the addition of single territory continents (identified with stars), which are worth +1 all by themselves.

Harbors (marked with an anchor) are also worth +1 all by themselves. All ocean territories are worth +1 (+2 total for harbors) if you also control every adjacent ocean.

Attacks between land and sea are only allowed when there is a harbor in the ocean territory. there is a +1 to defense (both ways). Harbors are indicated by an anchor icon.

Islands

Please note that unlike the regular risk map you cannot directly attack islands from the main continent. You MUST go through the harbor to complete most continents.

Starting Scenario

Player territories - 4 units

Star territories - 4 units

Anchor territories within a land continent - 3 units.

Anchor territories between land continents - 5 units.

Red Sea (i.e. O33) is a special case, and starts with 4 units.

Bering Sea (i.e. O1 & O5) is a special case and starts with 6 units across two harbors.

Miscellaneous

Players can hold up to 8 cards.

8 sided dice are used which give a slightly greater than normal edge to attackers.

Math

+1 to defense requires about 1.03 attackers per defender

Default dice requires about 0.76 attackers per defender

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed8
Card values4,5,6,7,8,9,10,11,12,13,14
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 owned3
Minimum bonus units per turn3
Elimination bonus15
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 73
Continents 58
Advanced Features Border Modifiers
One-way Borders
Capitals
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
Cliffs
Shore
Grotto
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 3 Default
3 Blue 3 Default
4 Black 4 Default
5 Orange 4 Default
6 Purple 4 Default
7 Grey 5 Default
8 Cyan 5 Default
9 Lime 5 Default
10 Pink 6 Default
11 Yellow Default Default
12 Navy Default Default
13 Brown Default Default
14 Violet Default Default
15 Khaki Default Default
16 SkyBlue Default Default

Board Description

Based upon the standard Risk board, this map adds control of the oceans to the battle.

Continents

Continents are worth the same as the standard board, with the addition of single territory continents (identified with stars), which are worth +1 all by themselves.

Harbors (marked with an anchor) are also worth +1 all by themselves. All ocean territories are worth +1 (+2 total for harbors) if you also control every adjacent ocean.

Most attacks between land and sea have a +6 to defense (both ways). If there is a harbor in the ocean territory, there is only a +1 to defense (both ways). Harbors are indicated by an anchor icon.

Islands

Please note that unlike the regular risk map you cannot directly attack islands from the main continent. You MUST go through the ocean to complete some continents. Usually you will want to use the harbor.

Starting Scenario

Player territories - 4 units

Star territories - 4 units

Anchor territories within a land continent - 3 units.

Anchor territories between land continents - 5 units.

Red Sea (i.e. O33) is a special case, and starts with 4 units.

Bering Sea (i.e. O1 & O5) is a special case and starts with 6 units across two harbors.

Miscellaneous

Players can hold up to 8 cards.

8 sided dice are used which give a slightly greater than normal edge to attackers.

Math

+1 to defense requires about 1.03 attackers per defender

+6 to defense requires about 2.42 attackers per defender

Default dice requires about 0.76 attackers per defender

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed4
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed8
Card values4,5,6,7,8,9,10,11,12,13,14
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 owned3
Minimum bonus units per turn3
Elimination bonus15
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice8
Number of sides on Defender's Dice8

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory4
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone