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Game Rules and options explained - READ THIS FIRST

Risk at Conquer Club
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kizkiz
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Game Rules and options explained - READ THIS FIRST

Post by kizkiz »

Game Type:
Standard - Single player, all against all. Last man standing wins
Terminator - As above, but instead of one winner getting all the points at the end,you get a small amount of points every time you eliminate someone
Assassin - Every player is assigned a secret target (another player to eliminate) The first player to achieve this target wins the game.
Doubles - Teams of 2 vs 2 vs 2 etc depending how may player on the map
Triples - teams of 3 vs 3
Quadruples - Teams of 4 vs 4

Initial Troops:
Automatic - Distributed equally and randomly by the computer when play starts. By far the most common and less time consuming option
Manual - You have to decide where to place your own troops for initial deployment

Play Order:
Sequential - You take it in turns and have 24 hours to take your turn
Freestyle - When the game starts, everyone can take their turn straight away, all at the same time. Once everybody has had a turn, the same thing happens. This can be tricky, as people with a good internet connection can time this right and take two turns in a row effectively, thus gaining quite an advantage. This does rely on being online at the right time though.

Spoils:
Spoils are gained when you conquer a new territory on your go. You can only get 1 per turn, and it doesn't matter how many extra territories you get. For anyone who played the board game, this is the card you used to get. They will be either red, blue or green. You can play a set of spoils if you have three of the same colour, or one of each colour. You will be forced to play a set if you have 5 spoils in your hand. Playing a set gets you bonus troops at the start of your turn.
Escalating - The spoils increase in value every time somebody plays a set. The first set is worth 4, then 6, then 8 etc. It's well worth while making sure you get spoils each turn if you can.
Flat Rate -A set is worth the same for the whole game. 3x red is worth 4 troops. 3x green is worth 6. 3x blue is worth 8. one of each colour is worth 10
Nuclear - You do not get bonus troops when playing a set. When a set is played, it destroys all the troops in the regions that your cards played correspond to.
No spoils - Does what it says on the tin. You really need to be careful with your troops and build slowly

Reinforcements:
After you finish all your attacks in your turn you get to reinforce. This involves moving troops between territories you own. They have to be connected though. You cannot move troops through enemy territories
Chained - You can move any amount of troops from one area to another that you own. You can only do this once per turn. The territories must be connected
Adjacent - As above, but only to an adjacent territory, so no moving long distances.
Unlimited - You can move any amount of troops around from any amount of territories as long as they are connected

Fog Of war:
Yes - You can only see the troops in adjacent territories to your own
No - You can see every bit of the board

Trench
You cannot attack from a territory that you take that turn
If you only have A, and you attack B, win, and move all your troops, you will not be able to attack again until the next turn
If you only have A, and you attack B, win, and leave some troops on A, you can thenattack from A to C this turn also
In other words, you can only launch attacks from territories you owned at the start of your turn

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