Amy, I wasn't saying to split it into two posts. Instead, I was saying that you have to claim any and all of the new territories you can claim before you can capture any enemy territories. That would mean that, with our little tentacle things our countries are doing, if someone claims part of it, they can't immediately rampage through on the other side of it because they would have already used up their ability to claim unclaimed territories.
Ten new territories added, three captured.
Current Scores:
■ Glitchfinder: 127 Territories
■ Spooky: 88 Territories
■ Amy: 66 Territories
■ LiquidMetal91: 13 Territories
■ K.matt: 12 Territories
■ Pluto: 12 Territories
■ Tohsaka: 6 Territories
Is my luck running out?
Also, wyatt, pretty soon we're going to need modified rules regarding capturing territories. I hate to be the one suggesting this, since I have the most territories, but in actual RISK your military power is a direct result of two things. First, how many territories you control (and whether or not you control an entire continent.) Second, if you have the "luck" to pull the right cards to grant yourself a bonus group of armies, which causes you to lose the cards and increases the size of the unit that the next person gets for doing the same thing. (Luck is in quotes because it's not really luck, it's only a matter of time, luck just determines how fast it is by a few turns)
In Risk, the number of territories you control is divided by four to figure out how many "armies" you get, minimum one, plus a preset number of bonus "armies" for controlling specific continents. These "armies" can be placed in any territory you control, and can be used for defense or attacking. When attacking, you can declare to use as many armies as a territory controls, minus one, to attack a directly adjacent territory controlled by an opponent. You can roll dice for each army you attack with, up to three, while your opponent can roll dice for each army they defend with, up to two. Then you take the dice, in descending value (so the highest roll from each, followed by the next highest) and compare them. If the aggressor is higher, the defended loses an army for each set of dice they were lower by. If the defender has the same number or higher than the aggressor (keeping in mind that dice are compared in sets, and not randomly or anything), then the aggressor loses an army for each set that they were lower or equal on. (Which can result in situations where the defender loses one and the aggressor loses one, where only one of them loses one (because it was a more limited attack), or where one of them loses two. If the aggressor kills the last "army" in a defending territory, they can move as many armies as they want into that territory from the attacking one, with a minimum of how many they were attacking with, and with the requirement that at least one army remain behind.
Now, I realize that this wouldn't apply to our game, but I wanted to give you a basic idea of how risk battles and capture actually worked. Risk itself has fifty or so territories on the map, which is why people are very eager to capture continents early (HINT: Australia is more important than people give it credit for). On top of that, truly absurd armies show up once people start turning in those cards. They get a card at the end of any turn in which they captured a territory, and to use them, you have to have a set of three that is either all of the same type, or that contains one infantry, one cavalry, and one cannon, or that has a wildcard as a substitute for any of the requirements. There are only a few wildcards in the deck, and the rest is evenly distributed between the other three types. (And each card also represents a territory on the map, not counting the wildcards, but that typically only matters in a two player game or in special gameplay variants)