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1756153637 Conquer Club • View topic - Rule changes.
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Rule changes.

PostPosted: Sun Jan 21, 2007 10:14 am
by flashleg8
Hi all,
Just discovered this great site - seems to have a good community too!
Just a few querys about the rules.
I know its not Risk (for legal copyright reasons obviously!) but why have some of the basic rules been changed. I love the way you can modify the bonus cards and the fortifications (as I always do this in the board game) but why have some of the main rules been changed? Such as a defending player only roles two dice if he has 3 defenders (not 2= two dice like it is here) and an attacker must advance (at least) as many toops as he/she commits to attack? These are good rules which force players to make judgments to limit full scale attacks and put a premium on deciding how many troops to defend with. Are these simply changed for ease of programming reasons? They do change the balace of the game I feel. Also I'd love to play with mission cards, is there no way to select this option?
P.S. for the bonus cards am I correct in saying that in this version (standard card setting) for 3 cards of the same colour, irrespective of the colour, you get 6 troops and for one of each you get 10? I always liked the 4,6,8,10 you get in Risk.
Minor quibbles though guys, this is a real find of a site!

PostPosted: Sun Jan 21, 2007 10:21 am
by AAFitz
actually i believe the defender throws 2 dice if he has 2 defenders....

if attacking with three you can only throw 2 dice because you have to move two in on the board game...one for every die you throw...and you can play this way on the board game too...there are many different ways to play it

PostPosted: Sun Jan 21, 2007 10:39 am
by Lone.prophet
3 red cards is 4 armies
3 green is 6
3 blue is 8
3 different is 10

PostPosted: Sun Jan 21, 2007 1:16 pm
by flashleg8
Quote: AAFitz
actually i believe the defender throws 2 dice if he has 2 defenders....

Maybe this has changed (I see on Wikipedia theres some new rule books) or is different in the US (I'm in the UK) - but my rule book has it the way I said, I'm just so used to playing that way.
Quote: AAFitz
if attacking with three you can only throw 2 dice because you have to move two in on the board game...one for every die you throw...
Yeah thats the way I've always played it.

But your right of course, you can play many variations.

Edit:
P.S. Thanks for explaining the colour bonus card scheme mate!

PostPosted: Sun Jan 21, 2007 3:01 pm
by ab327
it is the way that aa fitz says, if you have 2 armies, you defend with 2. in real Risk you can only defend with 1 i think.

PostPosted: Sun Jan 21, 2007 3:18 pm
by spiesr
In here and every version of risk I have seen the dice go like this:
DEFENDER
1 army = 1 die
2 armies = 2 dice
more then 2 = 2 dice

ATTACKER
1 army = cannot attack
2 amies = 1 die
3 armies = 2 dice
more than 3 = 2 dice

The attack has to use less dice than armies so that he can't lose all his armies when attacking. The defender uses up the same amount because he can lose all his armies. I have never herd of this any other way.
If you don't like the rules you don't have to play...

PostPosted: Sun Jan 21, 2007 3:54 pm
by edmundomcpot
spiesr wrote:more than 3 = 2 dice


atacker canuse three dice

PostPosted: Sun Jan 21, 2007 4:00 pm
by Epikon
I think he means that if you attack with 3 dice vs 1 and win you HAVE to move at least 3 armys into the new territory. This is a rule in the board game version but here you have the option to only move 1 guy in even if you use 3 dice to attack.

I'm pretty sure he understands how the dice work as far as how many you can use. Its after you win and need to advance armys into the new territory.

PostPosted: Sun Jan 21, 2007 4:36 pm
by spiesr
edmundomcpot wrote:
spiesr wrote:more than 3 = 2 dice


atacker canuse three dice

ooppss

Epikon wrote:I think he means that if you attack with 3 dice vs 1 and win you HAVE to move at least 3 armys into the new territory. This is a rule in the board game version but here you have the option to only move 1 guy in even if you use 3 dice to attack.

I'm pretty sure he understands how the dice work as far as how many you can use. Its after you win and need to advance armys into the new territory.

But he said:
flashleg8 wrote: Such as a defending player only roles two dice if he has 3 defenders (not 2= two dice like it is here)

PostPosted: Sun Jan 21, 2007 4:54 pm
by AAFitz
ab327 wrote:it is the way that aa fitz says, if you have 2 armies, you defend with 2. in real Risk you can only defend with 1 i think.


actually i was wrong, i thought in the original you defended with 2 dice too

sorry my mistake...i have the box fifteen feet away..youd think id have checked

PostPosted: Mon Jan 22, 2007 12:11 pm
by max is gr8
spiesr wrote:In here and every version of risk I have seen the dice go like this:
DEFENDER
1 army = 1 die
2 armies = 2 dice or 1 die
more then 2 = 2 dice or 1 die

ATTACKER
1 army = cannot attack
2 amies = 1 die
3 armies = 2 dice
more than 3 = 3 dice<<<corrected

PostPosted: Mon Jan 22, 2007 1:44 pm
by Wisse
its always been 2 defender dices...

PostPosted: Tue Jan 23, 2007 10:53 am
by flashleg8
spiesr wrote:In here and every version of risk I have seen the dice go like this:
DEFENDER
1 army = 1 die
2 armies = 2 dice
more then 2 = 2 dice

ATTACKER
1 army = cannot attack
2 amies = 1 die
3 armies = 2 dice
more than 3 = 3 dice

The attack has to use less dice than armies so that he can't lose all his armies when attacking. The defender uses up the same amount because he can lose all his armies. I have never herd of this any other way.
If you don't like the rules you don't have to play...


I play the same attack dice rules but my rule book definatly states the defensive dice as 2 army throw 1 dice.
After a bit of investigation I found this:

Quote: (an online source)
The number of dice the defender can roll is explicitly different in different sets of rules. In most editions the defender rolls 1 die if he has 1 unit in the territory, and can choose to roll 1 or 2 if he has 2 or more units. Some sets of rules (New Zealand and U.K. circa 1990) state that the defender can only roll 1 die unless he has at least 3 units, which weakens the defender. It also removes the interesting decision an attacker has when he doesn't actually want to take a territory but is happy just to reduce it to 1 army (when you get to the redeployment rules you'll see why that might be) since he no longer needs to worry about reducing the defender from 2 to 0 in one throw. I have on occasion rolled just one die as the attacker because the defender only had 2 units left.
Some versions of Risk from other countries (such as the Brazilian War! or the Italian Risiko!) allow the defender to roll as many as three dice.


Obviously my rule book (UK) was in the minority so I can see why the rules you play were implimented (I'm just not used to the odds now!).
I also see that the US editions didn't have the secret mission cards until recently - so thats probably why you don't have them included in the site. Maybe they could think about this in the next update?