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Castle Risk Rules

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Castle Risk Rules

Postby Thanato on Mon Aug 04, 2008 1:34 pm

Hello everyone!

Here is a new idea for this site. I have risk and castle risk board game. It would be interesting to play this game using castle risk rules and abilities.

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Re: Castle Risk Rules

Postby tubaman on Tue Aug 05, 2008 9:30 pm

What's castle risk?
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Re: Castle Risk Rules

Postby pancakemix on Tue Aug 05, 2008 9:33 pm

tubaman wrote:What's castle risk?


It's a variation on the original RISK game with a different ruleset and a map of Europe (I think...). It's been suggested before and it's never taken off.
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Re: Castle Risk Rules

Postby tubaman on Tue Aug 05, 2008 9:43 pm

Maybe you should explain the basic layout of the game. I'm sure there are a lot of other people who don't know the difference in gameplay either, and it would probably get people more interested. Cuz I'm already interested. It sounds cool. I just wish I knew how to play it.
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Re: Castle Risk Rules

Postby joon on Tue Aug 05, 2008 11:13 pm

Hi. I've been thinking about this too.

I have a variation that I think would work...

8 empires:

French, Russian, English, Austo-Hungarian, Ottoman, Swedish, Spanish, German (Prussian?).

8 static capital cities:

Paris, St. Petersburg, London, Trieste, Constantinople, Stockholm, Madrid, Berlin

Each capital city is worth 8 armies per turn. If you hold all five territories in your empire you get an additional 4 (4 for any additional "empire" you hold as well). you also get 4 armies for holding a foreign capital. if you lose your capital city to an enemy you have three turns to retrieve it. if you do not get it back, then the player that holds your capital city the end of your third capital-less turn, gets all of your holdings. your armies turn into his/her armies.

other considerations:

in the 1986 version of castle risk you could attack by sea by playing the Admiral card. Since we don't have that ability via ConquerClub, i recommend dicing up the seas into a variety of tiles. Many of them will be coastal waters that you can use for defense. Some will be high seas that you can use to cover more ground. The oceans will be worth no bonus, but will serve as a means to project power across the board - you can develop a naval expeditionary force.

Some territories will be neutral (in my beta map Italy, Switzerland, and Portugal). If you control the neutrals you get a small bonus (+2).

To Start the game:
each player gets a capital city at random. all other squares are neutral (similar to the Feudal War map).

To win:
The victorious player must control all opponents capitals. The final capital must be held for 3 turns before the game ends.


Here is an image of the 1986 game set. I have developed a map loosely based on this, but i included Iceland and North Africa.

Image

I will upload my map soon. What do you guys think?
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Re: Castle Risk Rules

Postby Deathlover on Tue Aug 05, 2008 11:31 pm

Everything this man has said is so fucking brilliant I can't stand it. It would be the PERFECT map to have sex on. There's no limit to his genius. He deserves money and power for this. There is no emoticon available that adequately encompasses my enthusiasm. Some sort of cross between =D> :shock: :D =P~ :idea: :lol: 8-) :!: and :o . Joon, may you live forever!
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Re: Castle Risk Rules

Postby joon on Tue Aug 05, 2008 11:33 pm

:lol:
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Re: Castle Risk Rules

Postby joenichols05 on Tue Aug 05, 2008 11:35 pm

I think joon's suggestions sound pretty cool... I've been hoping to play something like castle risk for awhile now. How's the map coming, Joon?
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Re: Castle Risk Rules

Postby joenichols05 on Tue Aug 05, 2008 11:38 pm

I also concur with Deathlover on all accounts except this face: :lol: There's really nothing " :lol: " about joon's ideas.
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Re: Castle Risk Rules

Postby joon on Tue Aug 05, 2008 11:53 pm

my graphics and xml skills are insufficient to make something like this. i have a preliminary map but it looks like its been drawn in crayola. anybody want to help?
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Re: Castle Risk Rules

Postby bryguy on Wed Aug 06, 2008 2:31 pm

joon wrote:To Start the game:
each player gets a capital city at random. all other squares are neutral (similar to the Feudal War map).

To win:
The victorious player must control all opponents capitals. The final capital must be held for 3 turns before the game ends.


Here is an image of the 1986 game set. I have developed a map loosely based on this, but i included Iceland and North Africa.

Image

I will upload my map soon. What do you guys think?


I like the idea, but it needs some variation. The idea is to close to feudal wars right now. Also, there is no current way with the current xml to have it so people have to hold it for more than 1 turn, sadly :(

oh and about the bolded part... i couldnt believe it when you said it, cause thats the one i have! :lol:


anyways, cant wait to see what your draft looks like
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Re: Castle Risk Rules

Postby joon on Wed Aug 06, 2008 10:59 pm

So this is what I've got. It is REALLY rough, but gives you an idea of where I'm headed.

Re: concerns about too much like Feudal War - that's the idea. I think the Feudal War model of the game is great and can be applied to a number of maps (real geography), including Japan.


http://s532.photobucket.com/albums/ee32 ... ap11-1.jpg

Notes:
-I can't get the image to show up but its right there at that address (wtf?).
-The borders are fairly arbitrary right now, and just meant to be a jumping off point. Same with the shabby appearence
-Barbary States are part of the Ottoman Empire.
-Danish Straits is one square
-Black Sea and Agean/Ionic Seas border each other.
-I did not put borders into the neutral territories (CH, Italy (3x?), and Portugal).
-Caspian Sea is non-navigable.
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Re: Castle Risk Rules

Postby gimil on Thu Aug 07, 2008 8:15 am

The idea is excellent, it does have similarities tp feudal but is also uniqe in its own way. Unfortunatly there is alot of XML code that we would need to fully attempt the idea that wont be in the pipeline anytime soon as far as im aware.

However sometime in the distant future I may try a variation of this idea if no one else has/
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Re: Castle Risk Rules

Postby bryguy on Thu Aug 07, 2008 8:23 am

the map needs alot of work. Looks like you found a picture on the internet, added different colors to it, and then drew in borders. Try making it yourself, using GIMP, Inkscape, or Photoshop
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Re: Castle Risk Rules

Postby joon on Thu Aug 07, 2008 9:28 am

[mod edit]No flaming in the foundry. We are all friends here! - gimil[/mod editor]

I said it wasn't the actual map or even remotely close to the final version. I can't do graphic art for shit. It's just something to help visualize the idea. Jerkass.
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Re: Castle Risk Rules

Postby bryguy on Fri Aug 08, 2008 10:05 am

joon wrote:I said it wasn't the actual map or even remotely close to the final version. I can't do graphic art for shit. It's just something to help visualize the idea. Jerkass.


what the heck dude? i know its not the actual map, but im just saying what i thought you did to make it, and that if you were gonna try making it that you should try a different style to make it. No need to start flaming me.
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