Risk(Inferno's turn)

For completed/abandoned Mish Mash Games.
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Risk(Inferno's turn)

Post Post #0 (ISO) » Thu Apr 12, 2018 8:31 pm

Post by TwoInAMillion »

Rules.
1. 4 player game.
2. 42 territories will be randomly distributed to the 4 players. Since this is a 4 player game, 2 players will have 10 territories and 2 players will have 11 territories. Randomness will be determined by selecting a territory by dice roll and then rolling a 4 sided dice to determine which player that territory will be owned by.
3. Players each get 30 armies to place on any territory in addition to 1 for each territory they own. They will pm me their initial setup.
4. The turn phases are as follows 1) Card trade in 2) Army placement 3) Attack 4) Reinforcement
5. When it is your turn, during the card trade in phase, if you have a set of cards to trade in, you may do so if you wish. There is one card for each of the 42 territories plus 2 wild cards. Each card is a calvary, infantry, artillary, or wild card. The wild cards do not have a territory attached to them. You may not have more than 5 cards in your hand at a time. If you have 5, you must trade in a set at the beginning of your turn. If you have less than 5, it is your option if you have a set. If a player takes your last territory, they get all your cards. Players may trade in sets after a player is eliminated. If a player has more than 5 cards due to receiving an eliminated players cards, they must trade in after the elimination occurs. If your card has a territory you own, you get 2 armies to place on that territory.
6. During the army placement phase, you get armies depending on cards you trade in, the number of territories you own, and if you have any complete continents. Number of armies due to territories is # of territories/3 rounded down. The minimum number of armies due to territories is 3. There is no maximum. Once you have determined your total amount of armies, you may place those armies on any of the territories you own.
7. During the attack phase, you may choose to attack any adjacent territory. Territories are considered adjacent if they are touching or there is a line indicating a passageway between continents. You must have at least 2 armies to attack. You choose how many armies you are attacking with. You also choose how many dice you are attacking with, from 1 to 3 dice. You roll those dice and the defender rolls dice for their armies, either 1 or 2, if they have 2 or more armies they may choose if they wish to roll 1 or 2. You match up your highest die roll with the defenders highest die roll, your second highest with the defenders second highest, etc. Whichever roll is the highest survives the die roll and the roller who is lowest is permanantly removed from the board. The defender wins ties but the defender can only roll up to two dice while the attacker can roll 3. The attacker can continue to attack as long as they wish or they can retreat to the territory they started from at any time after they are done rolling the dice. After the battle is over, if the attacker is victorious, the attacker can choose how many of their armies they want to advance into the enemies territory, a minimum of 3 or a maximum of how ever many armies they have remaining. The attacker may make as many attacks as they want until they decide they no longer want to attack. If they have at least one successful attack they get a territory card.
8. During the reinforcement phase, a player may move armies from one territory to another territory as long as they are adjacent and/or there are territories they own between those two territories that create a path for those armies to move through. This may only be done once per turn and 1 army must be left in the territory the armies are moving from.
9. Play then continues to the next player, clockwise.
10. When players turn in sets of cards, the number of armies they receive goes up each time a player turns in cards.
The first set traded in - 4 armies
The second set traded in - 6 armies
The third set traded in - 8 armies
The fourth set traded in - 10 armies
The fifth set traded in - 12 armies
The sixth set traded in - 15 armies
After the sixth set each additional set is worth 5 more armies.
11. Players are allowed to form alliances if they wish.
12. The game ends when only one player remains on the board.
North American Territories
Alaska
Northwest Territory
Greenland
Alberta
Ontario
Quebec
Western United States
Eastern United States
Central American


European Territories
Iceland
Scandinavia
Ukraine
Great Britain
Northern Europ
Southern Europe
Western Europe

Asian Territories
Afghanistan
China
India
Irkutsk
Japan
Kamchatka
Middle East
Mognolia
Siam
Siberia
Ural
Yakutsk
Image
South American Territories
South America
Venezuela
Peru
Brazil
Argentina

African Territories
North Africa
Egypt
East Africa
Congo
South Africa
Madagascar

Australian Territories
Indonesia
New Guneia
Western Australia
Eastern Australia
Last edited by TwoInAMillion on Tue May 22, 2018 6:28 pm, edited 19 times in total.
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Post Post #1 (ISO) » Fri Apr 13, 2018 5:56 am

Post by Nero Cain »

/in
Of all tyrannies,a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep but those who torment us for our own good will torment us without end they do so with the approval of their own conscience.

edited c.s. lewis quote b/c limit
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Post Post #2 (ISO) » Fri Apr 13, 2018 6:21 am

Post by TwoInAMillion »

1. Nero Cain
2. Charles510
Last edited by TwoInAMillion on Fri Apr 13, 2018 11:45 am, edited 1 time in total.
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Post Post #3 (ISO) » Fri Apr 13, 2018 11:11 am

Post by Charles510 »

/in
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Post Post #4 (ISO) » Thu Apr 19, 2018 7:54 am

Post by Charles510 »

/bump
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Post Post #5 (ISO) » Thu Apr 19, 2018 8:23 am

Post by TwoInAMillion »

yes we need 2 more!
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Post Post #6 (ISO) » Thu Apr 19, 2018 10:43 am

Post by Kmd4390 »

/in because I was told to

You'll have to teach me how to play
KMD is the coolest dude who ever lost a bet to me - vonflare
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Post Post #7 (ISO) » Thu Apr 19, 2018 10:56 am

Post by TwoInAMillion »

No problem
A couple general strategy tips.
1) Try and obtain the smaller continents first, Australia and/or South America, as they are easier to maintain control over.
2) Minimize the areas you are attacking from, especially at first, as attacking from smaller forces dilutes your effectiveness.
3) Wait to trade in sets as long as possible as you get more armies from trade ins the longer you wait.
4) Larger continents such as Asia and Europe and North America are the hardest to conquer and probably need to wait on your strategy agenda.
5) Don't go at it alone, alliances are helpful.
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Post Post #8 (ISO) » Thu Apr 19, 2018 4:47 pm

Post by Inferno390 »

/in
"Do I have permission to....refute some of the bs that Inferno just spewed out?"--TywinL

“Does anyone know if Inferno is prone to going of on huge tangents of twisted logic regarding basically alignment neutral posting? Asking for a friend ...”—MagnaofIllusion

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Post Post #9 (ISO) » Thu Apr 19, 2018 5:05 pm

Post by TwoInAMillion »

1. Nero
2. Charles
3. K m d
4. Inferno
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Post Post #10 (ISO) » Thu Apr 19, 2018 5:08 pm

Post by TwoInAMillion »

North America (5)
Alaska
Alberta (Western Canada)
Central America
Eastern United States
Greenland
Northwest Territory
Ontario (Central Canada)
Quebec (Eastern Canada)
Western United States
South America (2)
Argentina
Brazil
Peru
Venezuela
Europe (5)
Great Britain (Great Britain & Ireland)
Iceland
Northern Europe
Scandinavia
Southern Europe
Ukraine (Eastern Europe, Russia)
Western Europe
Africa (3)
Congo (Central Africa)
East Africa[note 1]
Egypt
Madagascar
North Africa
South Africa
Asia (7)
Afghanistan[note 2]
China
India (Hindustan)
Irkutsk
Japan
Kamchatka
Middle East[note 1]
Mongolia
Siam (Southeast Asia)
Siberia
Ural
Yakutsk
Australia (2)
Eastern Australia
Indonesia
New Guinea
Western Australia
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Post Post #11 (ISO) » Thu Apr 19, 2018 5:09 pm

Post by TwoInAMillion »

First 10 territories
Original Roll String: 1d42
1 42-Sided Dice: (29) = 29
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Post Post #12 (ISO) » Thu Apr 19, 2018 5:10 pm

Post by TwoInAMillion »

Great Britain to Nero
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Post Post #13 (ISO) » Thu Apr 19, 2018 5:11 pm

Post by TwoInAMillion »

Original Roll String: 1d41
1 41-Sided Dice: (8) = 8
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Post Post #14 (ISO) » Thu Apr 19, 2018 5:11 pm

Post by TwoInAMillion »

Western US to Charles
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Post Post #15 (ISO) » Thu Apr 19, 2018 5:12 pm

Post by TwoInAMillion »

Original Roll String: 1d40
1 40-Sided Dice: (7) = 7
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Post Post #16 (ISO) » Thu Apr 19, 2018 5:13 pm

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Ukraine to kmd
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Post Post #17 (ISO) » Thu Apr 19, 2018 5:13 pm

Post by TwoInAMillion »

Original Roll String: 1d39
1 39-Sided Dice: (39) = 39
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Post Post #18 (ISO) » Thu Apr 19, 2018 5:14 pm

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Mongolia to inferno
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Post Post #19 (ISO) » Thu Apr 19, 2018 5:15 pm

Post by TwoInAMillion »

Original Roll String: 1d38
1 38-Sided Dice: (5) = 5
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Post Post #20 (ISO) » Thu Apr 19, 2018 5:16 pm

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Egypt to nero
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Post Post #21 (ISO) » Thu Apr 19, 2018 5:16 pm

Post by TwoInAMillion »

Original Roll String: 1d37
1 37-Sided Dice: (3) = 3
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Post Post #22 (ISO) » Thu Apr 19, 2018 5:17 pm

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Eastern us to charles
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Post Post #23 (ISO) » Thu Apr 19, 2018 5:18 pm

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Original Roll String: 1d36
1 36-Sided Dice: (24) = 24
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Post Post #24 (ISO) » Thu Apr 19, 2018 5:19 pm

Post by TwoInAMillion »

Northwest territory to kmd
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