Choose Amount of Dice to Roll
Moderator: Community Team
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Army of GOD
- Posts: 7192
- Joined: Tue Feb 24, 2009 4:30 pm
- Gender: Male
Re: Choose # attacking dice 1,2 or 3
I also think I remember that the defender would be able to choose how many dice to roll, based on what the attacker rolled. Or maybe I'm still crazy.
mrswdk is a ho
Re: Choose # attacking dice 1,2 or 3
The defender was also able to choose in the board game this website is inspired by.
It would be very annoying to have to wait 24 hours every roll to see what the defender wants to roll. I'm do not believe there is a feasible way to implement this suggestion.
It would be very annoying to have to wait 24 hours every roll to see what the defender wants to roll. I'm do not believe there is a feasible way to implement this suggestion.
Warning: You may be reading a really old topic.
- Irather Nottell
- Posts: 36
- Joined: Sat Feb 20, 2010 6:03 pm
- Gender: Male
Re: Choose # attacking dice 1,2 or 3
Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule. 

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nippersean
- Posts: 784
- Joined: Sat May 30, 2009 7:47 am
Re: Choose # attacking dice 1,2 or 3
Irather Nottell wrote:Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule.
Why?
Re: Choose # attacking dice 1,2 or 3
nippersean wrote:Irather Nottell wrote:Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule.
Why?
The reality is that the CC version of risk is slightly simplified. Not only are attackers unable to select how many dice they roll, they are automaticaly forced to put only one army in the territory they conquer - in the original game, the number of dice sent into combat is the number placed on a conquered territory.
This would seriously change gameplay. Think about it, suddenly taking out a size 1 territory would result in the mandatory advancement of 3 troops, not one, if one wants the maximum chance of winning. Sending out one army against a one would be more effecient if you win, but you would only win two sixths of the time. Weighing risks and odds would become a much heavier part of the game.
Now, such a game changing rule change can´t just be implemented the normal way. The change would be too big to enforce on all games, and we seriously don´t need yet another option cluttering the game descriptions. I would suggest implementing an "Original Risk" game type that is automatically set to the original dice system, no fog, escalating spoils, sequential, chained...in short, all of the original rules. Add a tournament, a few achievements for the original game, and people would play it - some would preffer it.
Who would have thought that implementing one of the rules of Risk into CC could be such a novel idea?