Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

RISK: Game Thread

riskL.4.PNG


Created 8
Stole 2

(if your not allowed to do both, re-update Wyatt's land with what it was before)

*Note, my goal is to conquer Holland completely. Than im happy enough*
 
Indeed it is. But I'm not aiming for you. I'm also sort of shocked nobody has really done this yet.

Edit: Amy has, sort of. But he didn't do what I'm planning to.

risk.png


Also, I guess I might as well tally up the current scores:

Glitchfinder:  106 Territories
Spooky: 69 Territories
Amy: 63 Territories
LiquidMetal91: 13 Territories
K.matt: 12 Territories
Tohsaka: 6 Territories
Pluto: 4 Territories


I'm kind of halfway sort of tempted to maybe do something stupid like design a PHP version of this. The only real problem would be making it fill in the map properly.
 
Oi, you're jumping the gun here. Thus, I'm changing directions because I can see where you're going.

I'm going to jump out on a limb here and state that, until Amy clarifies, we should treat our turns as two phases. First is conquering new territory, second phase (if we qualify) is conquering someone else's territory that is adjacent to our empire. No mixing phases, either.

I would also like to note that we're currently breaking forum games rules by posting one after the other here. We need someone else in here too, if we want to keep this up. This will be my last post here until we can get another competitor, or until someone like Amy jumps back in.

Anyway, capturing six empty territories and one enemy territory.

risk.png


Current Scores:

Glitchfinder:  113 Territories
Spooky: 78 Territories
Amy: 63 Territories
LiquidMetal91: 13 Territories
K.matt: 12 Territories
Tohsaka: 6 Territories
Pluto: 4 Territories


Edit: Fuck! Rolled a one!
 
Took one. It's going to happen again, isn't it?

risk.png


Current Scores:

Glitchfinder:  114 Territories
Spooky: 78 Territories
Amy: 66 Territories
LiquidMetal91: 13 Territories
K.matt: 12 Territories
Pluto: 12 Territories
Tohsaka: 6 Territories


Amy, would you care to either confirm my suggestion for the rules or clarify that point?
 
Oh what the hey, I might as well jump in.
I'll be green, we'll be the kingdom of Azadistan.
Q: I presume it doesn't matter where we put our first territories.
Also, since I'm still a little sketchy on how this works, if I do anything wrong. Tell me.
 
I'm going to add a rule and say new territories can't be within six squares of an opponent (so that only very lucky people can invade on the first go).

Amy, would you care to either confirm my suggestion for the rules or clarify that point?
I'm making it up as I go along, but two phases does sound better if you like (I think that's what you mean) - first post chooses your territories, second post chooses your invasions?
 

Spoo

Sponsor

So, what? We can choose to either colonize or attack?

I thought I understood the phases, but I don't get the two post thing.
 
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.
risk.png


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)
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top