MUTUALLY ASSURED DESTRUCTION -- One-For-One RISK

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How often would you play using this optional rule?

Never!
12
39%
I'd try it once....or twice.
6
19%
It might be fun for a few games now and again.
13
42%
I would prefer this determination method to dice.
0
No votes
I would only play this way from now on!
0
No votes
 
Total votes : 31

MUTUALLY ASSURED DESTRUCTION -- One-For-One RISK

Postby CreepyUncleAndy on Wed Dec 13, 2006 2:50 pm

A few years ago, my friends (who are avid RISK players) got tired of rolling dice, and started playing RISK a new way:

When invading another territory, armies mutually annihilate each other at the ratio of 1:1. In other words, if you have 1 army guarding Kamchatka, I must have at least 3 armies in Alaska in order to take it (from across the Bering Straight) -- 1 army to annihilate (and be annihilated by) your 1 occupying army, 1 army to invade and occupy Kamchatka, and 1 army to remain behind in Alaska.

Perhaps this can be incorporated as a game option on Conquer Club?

Possibly the Rate of Attrition could be adjusted from 1:1 to x:y (ratios could favor the attacker, the defender, or neither)....

(And, possibly, maps could be created that change the attrition ratio from 1:1 to, say, 3:2 or 1:2 in certain territories, but one thing at a time.)
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Postby CreepyUncleAndy on Wed Dec 13, 2006 2:57 pm

And, to go even more nuts, possibly attrition rates can vary from border to border -- i.e., you might get slaughtered attacking Western Europe from Britain (3:1) but invading Western Europe from Central Europe might be easier (2:3). But this, of course, introduces a whole new set of classes and objects and all kinds of coding issues that the game afaik does not (yet) allow for, not to mention fundamentally changing the substance of the game....
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Postby sully800 on Wed Dec 13, 2006 3:02 pm

It takes away the whole "risk" aspect of the game, and would change it into something completely different.

However I would play it now and then for fun, because sometimes it is nice to eliminate as much luck as possible.

What would you do though while attacking against a single army? If you still lose 1:1 in that situation it seems like there is a problem, because normally you would win those attacks much more often than you would lose them.

Anyway, I doubt it would be implemented but I think it would be at least slightly interesting.
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Postby gulio on Wed Dec 13, 2006 3:23 pm

I can just see someone holding AUstralia and putting 5 onto siam each turn for.. um.... 40 turns?... would be fun though.
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Postby joeyjordison on Wed Dec 13, 2006 3:57 pm

basically if u don't get gd placement then u r dead. everyone starts with the same armies so everyone will kill each other the same amount. this would be true until someone flucily got a bonus at which point they would automatically win unless there was an alliance made against them or a series of attacks by separate players.
i get annoyed by dodgy dice. today for example i lost 10 armies straight in one game. didn't even kill 1 army. next game i go to take a turn and lose 4 armies straight, don't make a single kill. next game i get perfect dice and take every territory i attack without a casualty! took an entire continent from a guy!
this is just the way the dice r and risk wouldn't b risk without dice
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Postby gulio on Wed Dec 13, 2006 9:05 pm

I could see using the cards for something - IE if you held E.Austrailia and you were attackign E.Australia you could get a "One time bonus" of autokilling 1 unit per turn...
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Postby spiesr on Thu Dec 14, 2006 8:55 am

It would be impossipible to do anything at the start.
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Postby SirSebstar on Thu Dec 14, 2006 10:15 am

not impossible. you would just need more then 1 country to border the country you are trying to invade.
oh and you get a minimum of 3 troops to begin with. so basicly, you can attack ony 1 country and win.!
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Postby CreepyUncleAndy on Fri Dec 15, 2006 1:35 am

Actually, if there are 3 armies on a territory, you would have to attack it 3 armies of your own to wipe out the 3 defending armies, then send in a 4th army to occupy (and leave at least 1 army behind in each territory you attack from).

At the beginning of the game, each territory has 3 armies on it. So, if you were lucky enough to occupy an enemy territory's two neighboring territories, you would be able to send 2 armies from each of two territories (leaving 1 behind in each) for a total of 4 attacking armies to annihilate your enemy's 3 armies (leaving 1 of your armies alive to occupy the conquered territory).
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Postby Lupo on Fri Dec 15, 2006 4:02 am

Honestly i think it would be much more Risk minded to play with Italian Risk rules, where you could both attack both defend with 3 dice!

In this way the ratio between armies lost from attacker and the ones from defender would be, in average, around 2:1 instead of 1:1.

I could tell you that in this way Risk game would be more tactical and I would say even more exiting, since this would change complitely the game in a better one, at least in my opinion!

So, my suggestion would be to give the option to choose between:

International Risk rules (2 dice defending)

and Italian Risk rules (3 dice defending)
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Postby gavin_sidhu on Fri Dec 15, 2006 6:27 am

posted twice.
Last edited by gavin_sidhu on Fri Dec 15, 2006 6:29 am, edited 1 time in total.
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Postby gavin_sidhu on Fri Dec 15, 2006 6:27 am

So italians like their risk like their football, defensive.

Dont like the idea, could get boring (as italian football gets sometimes).
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Postby panicker on Fri Dec 15, 2006 6:36 am

gavin_sidhu wrote:So italians like their risk like their football, defensive.

Dont like the idea, could get boring (as italian football gets 99% of the time ).


totally agree :D
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Postby Lupo on Fri Dec 15, 2006 6:41 am

panicker wrote:
gavin_sidhu wrote:So italians like their risk like their football, defensive.

Dont like the idea, could get boring (as italian football gets 99% of the time ).


totally agree :D


I am starting thinking you're only angry 'cause Italy won the World Cup....
Moreover what you said about Italy is not true: have you wacthed Germany-Italy during the world cup? It was a really great match!

About italian Risk, maybe you should try it, before saying something totally not true!
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Postby panicker on Fri Dec 15, 2006 7:08 am

Lupo wrote:
panicker wrote:
gavin_sidhu wrote:So italians like their risk like their football, defensive.

Dont like the idea, could get boring (as italian football gets 99% of the time ).


totally agree :D


I am starting thinking you're only angry 'cause Italy won the World Cup....
Moreover what you said about Italy is not true: have you wacthed Germany-Italy during the world cup? It was a really great match!

About italian Risk, maybe you should try it, before saying something totally not true!


my agreement was based purely on the domestic league in italy and is an opinion

as for the italian rules for risk i wouldnt be totally against that but how would it work when say both teams threw all sixes? defending team still win these battles?
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Postby Lupo on Fri Dec 15, 2006 7:41 am

yes the defender always win in case of tied dice.
(are the same international rules, the only difference is the fact that you could defend with 3 armies)

believe me, it's complitely a different game!

You should try it, at least one time!
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Re: MUTUALLY ASSURED DESTRUCTION -- One-For-One RISK

Postby Oz314 on Fri Dec 15, 2006 9:38 am

CreepyUncleAndy wrote:When invading another territory, armies mutually annihilate each other at the ratio of 1:1. In other words, if you have 1 army guarding Kamchatka, I must have at least 3 armies in Alaska in order to take it (from across the Bering Straight) -- 1 army to annihilate (and be annihilated by) your 1 occupying army, 1 army to invade and occupy Kamchatka, and 1 army to remain behind in Alaska.

Perhaps this can be incorporated as a game option on Conquer Club?


I like this idea. In fact, I came to the forum today to suggest a 'no dice' option.

The unequal and/or changing annihilation ratios based on location might be premature at this point as you've said, but the basic 1:1 idea is sound.

As someone pointed out, automatically placing 3 armies on every territory at the start of the game makes this option problematic. A possible solution to this is to allow an army placement phase, as is done by some of us when playing tabletop risk.

Place one army on every territory automatically, then allow players to place their armies manually. The amount of army placement could be set at some optimal number (place 3 per turn, or 5 per turn, or whatever), or could even be a configurable option for the game setup.

Come to think of it, if the site staff takes the time to hack an army placement phase into the code for a 'no dice' option, the Army Placement Phase could become an option enabled for any game on the site.
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Postby cramill on Fri Dec 15, 2006 11:11 am

Lupo wrote:Italian Risk rules (3 dice defending)
Hm, this sounds interesting, maybe I will try it the next time I play with some friends. Is that the only difference between international and italian rules?

Also, I don't think I would like a no dice game. I agree with those who said that without dice the game isn't Risk.
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Postby Fitz69 on Fri Dec 15, 2006 1:33 pm

This whole concept sounds very much like The 'gunboat' version of Civilization. So why not throw in some calamity-cards to stir things up a bit?

As to placement in the beginning of the game you could utilize the CIV version of poulation expansion. always doubling the current population to the specific areas limit.
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