BorkBot
February 11th, 2013, 09:15 PM
For a while I've been toying with the idea to host a Forum Risk variant with a smaller map (less regions to make it more manageable) and premade alliances, so that it won't hurt the game overly much if someone has to leave the game or loses interest (another teammate can assume control and anyone who is interested can sub in whenever).
At first I wanted to use a Starcraft theme, but interplanetary domination would be hard to visualise and I don't know all there is to know about the setting either. Since there seems to be some interest for Elder Scrolls Online on these boards, I decided to roll with Tamriel and its 3 factions instead.
http://www.sc2mafia.com/forum/attachment.php?attachmentid=9206&stc=1&d=1360642600
The general idea
Each race (player) starts with 1 region, which is their race's capital city. The faction that manages to hold the White Gold Tower (the capital of Cyrodiil in the middle) for 5 turns in a row wins the game. There will be an off-site forum where the alliances can discuss their strategies throughout the course of the game, but posting actions, inter-faction chat and world map updates are done on these boards.
The alliances are as follows:
The Daggerfall Covenant (Bretons, Redguards and Orcs)
The Ebonheart Pact (Nords, Dunmer and Argonians)
The Aldmeri Dominion (Altmer, Bosmer and Khajit)
The first phase of each turn is the movement phase. Players can move their regiments to an adjacent region during this phase. You must always keep at least one regiment in each region to keep order. There are no sea zones. Regiments can be moved through friendly (own or allied) territories uncontested. Moving regiments into a hostile/neutral region counts as an attack.
When the movement phase is finished, the results of all attacks will be determined by 6-sided dice rolls done by me. Each living regiment (both attackers and defenders) rolls one die which has to beat a check to be a successful kill (for example if the check is 5, then a 5 or a 6 will be a kill). The check can be modified by circumstances, but a 6 is always a success. If any defenders remain alive, the surviving attackers return to the region they came from after the attack phase. If all defenders are wiped out and any attackers survive, the attackers stay in the region and conquer it.
When all movement and attacks are resolved, the production phase begins. Each race gets an equal share of their faction's total production points, rounded down. You can save up points for later use. For your ease, I will calculate and post everyone's income so you only have to decide what to produce.
Any newly conquered regions grant 0 production points.
Regular regions grant 2 production points.
Rich regions grant 5 production points.
Some structures and technologies can grant additional points.
You can use production points to:
- Recruit Regiments in your regions
- Build Structures in your regions
- Research Technologies & Magic
After the production phase, the world map gets updated and a new turn begins.
At first I wanted to use a Starcraft theme, but interplanetary domination would be hard to visualise and I don't know all there is to know about the setting either. Since there seems to be some interest for Elder Scrolls Online on these boards, I decided to roll with Tamriel and its 3 factions instead.
http://www.sc2mafia.com/forum/attachment.php?attachmentid=9206&stc=1&d=1360642600
The general idea
Each race (player) starts with 1 region, which is their race's capital city. The faction that manages to hold the White Gold Tower (the capital of Cyrodiil in the middle) for 5 turns in a row wins the game. There will be an off-site forum where the alliances can discuss their strategies throughout the course of the game, but posting actions, inter-faction chat and world map updates are done on these boards.
The alliances are as follows:
The Daggerfall Covenant (Bretons, Redguards and Orcs)
The Ebonheart Pact (Nords, Dunmer and Argonians)
The Aldmeri Dominion (Altmer, Bosmer and Khajit)
The first phase of each turn is the movement phase. Players can move their regiments to an adjacent region during this phase. You must always keep at least one regiment in each region to keep order. There are no sea zones. Regiments can be moved through friendly (own or allied) territories uncontested. Moving regiments into a hostile/neutral region counts as an attack.
When the movement phase is finished, the results of all attacks will be determined by 6-sided dice rolls done by me. Each living regiment (both attackers and defenders) rolls one die which has to beat a check to be a successful kill (for example if the check is 5, then a 5 or a 6 will be a kill). The check can be modified by circumstances, but a 6 is always a success. If any defenders remain alive, the surviving attackers return to the region they came from after the attack phase. If all defenders are wiped out and any attackers survive, the attackers stay in the region and conquer it.
When all movement and attacks are resolved, the production phase begins. Each race gets an equal share of their faction's total production points, rounded down. You can save up points for later use. For your ease, I will calculate and post everyone's income so you only have to decide what to produce.
Any newly conquered regions grant 0 production points.
Regular regions grant 2 production points.
Rich regions grant 5 production points.
Some structures and technologies can grant additional points.
You can use production points to:
- Recruit Regiments in your regions
- Build Structures in your regions
- Research Technologies & Magic
After the production phase, the world map gets updated and a new turn begins.