Game Variations Based on Castle Risk [Edited OP: chap]

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Castle Risk

Postby Anarchist on Tue Jun 19, 2007 4:32 am

Castles represented by a dice
Placed randomly or selective placement(1 each)

Castles could represent;
1) Nothing(just a one dice fort)
2) Cards(loose a castle, loose your cards)
3) The Monarchy(loose a castle, loose your armies)
4) Keep the king(loose a castle, elimination, armies turn neutral)

thoughts?
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?

Postby Edward on Tue Jun 19, 2007 1:02 pm

Seems kind of confusing, the advantage of using armies is that they can move around, I guess you could place castles or fortifications instead of armies. They could have bonus defense but wouldn't be able to move.
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Postby risk master2000 on Tue Jun 19, 2007 5:35 pm

castle has been suggested before by my bro I will bring it back so you can comment and vote on poll
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Postby risk master2000 on Tue Jun 19, 2007 5:37 pm

since it has been suggested again it was good time to bring it back
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Postby Anarchist on Tue Jun 19, 2007 6:51 pm

I agree it would have to be set as options, ive never played it in that particular way. Some other options;
1) Nothing(just a one dice fort)
2) Cards(loose a castle, loose your cards)
3) The Monarchy(loose a castle, loose your armies)
4) Keep the king(loose a castle, elimination, armies turn neutral)
Anarchy-The Negation Of All Oppressive Structures
http://www.marxist.com
http://www.attackthesystem.com/anarchism2.html
(You have 110 armies left to deploy)
"Si pacem vis, para bellum" - if you want peace, prepare for war.
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Castle risk

Postby Mr_Adams on Wed Oct 31, 2007 9:43 pm

for those of you who haven't played this variation of the board game, pretty much any territory touching an ocean (or other body of water) can attack any territory touching the same ocean, or body of water. EX: I own Auzy I can att a territory in south america, over ocean.

Just another thought for a game option, would be interesting in fog of war.
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Postby jennifermarie on Thu Nov 01, 2007 6:59 am

Mr_Adams,
to have your suggestion read and possibly implemented by the mods, you need to use the form listed at the top of the "suggestions & bug reports" forum.

Thank you and have a wonderful day!

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Postby cena-rules on Thu Nov 01, 2007 10:46 am

jennifermarie wrote:Mr_Adams,
to have your suggestion read and possibly implemented by the mods, you need to use the form listed at the top of the "suggestions & bug reports" forum.

Thank you and have a wonderful day!

jennifermarie


did anyone else think of a tannoy announcement when reading this??
19:41:22 ‹jakewilliams› I was a pedo
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Postby Anarkistsdream on Thu Nov 01, 2007 10:48 am

cena-rules wrote:
jennifermarie wrote:Mr_Adams,
to have your suggestion read and possibly implemented by the mods, you need to use the form listed at the top of the "suggestions & bug reports" forum.

Thank you and have a wonderful day!

jennifermarie


did anyone else think of a tannoy announcement when reading this??


I thought that Jennifer Marie should talk to me... 8)
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Castle Risk

Postby MasterOfDrums03 on Mon Nov 05, 2007 2:04 pm

Anyone ever played castle risk before? Would it be possible to get that going up on this site?
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Postby Herakilla on Mon Nov 05, 2007 3:02 pm

please use search before posting a suggestion as this has been suggested i believe
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Postby RedBaron0 on Sat Dec 15, 2007 1:51 am

I'd like to see this one come up. I used to play Castle Risk as a kid, but it kinda disappeared after a while. I haven't played this version of Risk in probably 10+ years. I think it'd be a welcome addition to CC.

Course as I've been looking around trying to see if Axis and Allies might be considered.... but it doesn't look like that'll ever happen; from what I've read... :?

Oh well...
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Postby 4V4T4R on Sat Dec 15, 2007 3:55 am

great idea.. capital risk is awesome, and forting at the end of the turn sounds interesting too.
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Postby Kemmler on Mon Feb 11, 2008 11:40 am

I know this is a fairly old thread but it's a great idea, not worth making a new thread and I'd like to show some support :)
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Postby Soloman on Mon Mar 10, 2008 9:29 am

Soloman wrote:here is a break down of how it should be implemented if and and when it occurs, as has been posted previously it should be done piece by piece and in doing so you will create a wide variety of game variations

1st- the get reinforcements at end of turn- the dynamics that change will make the game play way more dynamic and change the approach on how you start and end a turn, this will probably be the easiest part as far as change in game engine middleware coding

2nd- would be the capital dynamic it would take some adjusting but the groundwork is there with assassin games and would just have to be further altered to where it was one territory designated by the individual, also creating the ability to select that 1 territory will take some doing in itself. Ontop of that a decision will have to made asto what happens with the enemies troops once he is eliminated whether they will become neutral or go to the conquerer this could be another option onto itself add further choice for gameplay

will post more later...


Wow there is still life in this and part of my idea has been made simpler by the change to missed turns armies. another part has come in the age maps and the feudal maps so a centralized start has been made possible. we are half way there in various poibnts only thing not there would be new card type but even that again could an additional option for varios game types
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