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Simultaneous Risk Questions
I have recently been working on creating a version of R. Wayne
Schmittberger's _Simultaneous Risk_ as an addition to my email
game server, pbmserv@gamerz.net. It looks to play like a cross
between Risk and Diplomacy. However, I have a couple questions
for the Risk and Diplomacy afficionados of the USENET world...
*ANY* discussion would be welcome.
1. Notation for the board. In the silence of last week, I got
exactly no response. So, I've taken it on myself to create
one. Each territory gets a 3 letter code.
NA => ala nwt gre alb ont que wus eus cam
SA => ven per bra arg
EU => ice sca gbr neu weu seu ukr
AF => naf egy eaf con saf mad
AS => ura sib yak irk kam mon jap chi afg mid ind sia
AU => mal ngu wau eau
The only oddity is Indonesia. Its name is too close to India
so I renamed it to Malaysia (mal) [I hope no one is offended].
2. There are two kinds of movement: Deployment, and Movement.
Deployment consists of trading in sets of cards (as applicable)
for 4, 6, 8 or 10 armies (+2 bonus per territory if you happen
to currently hold that territory). And also the allocation of
the new armies to territories you hold. A typical deployment
move might look something like (assume player is due 5 armies):
CARDS sib mid jok (for the one of each 10 trade in)
mid 5
seu 3
weu 3
naf 2
con 2
This would cause 7 to be added to the Middle East (5 +2 bonus),
the other 10 in weu seu naf and con as listed.
The other kind of move is Movement. This is where players beat
up on each other. It would be something like this:
mid 4 -> egy
mid 4 -> eaf
naf 2 -> egy
con 2 -> eaf
In this example, the player is moving 6 armies into Egypt (4 from
the Middle east, and 2 from North Africa) and 6 armies into East
Africa (4 form mid, 2 from con).
3. Schmittberger's rules do not include reinforcements, etc. But I
think they're necessary for a full blown Risk game. How often
should they occur? I'm leaning to every 4 turns. So the game
would progress as follows:
Assign territories
Deploy remaining pieces
Move Move Move Deploy
Move Move Move Deploy
etc.
4. Unlike Risk, we will not force a territory to have an army. You
may choose to vacate a territory on a move. However, you *lose*
the right to count that territory as one of yours for reinforcement
and control of a continent purposes.
5. The final sticking point is... Schmittberger's combat system
seems flawed for more than 2 players. I can't seem to make it
work unambiguously for more than 2 combatants. Therefore, I'm
looking for a replacement. One that came to mind last evening
was:
Largest force wins
All other forces are removed
Winning force loses as many pieces are the next largest force.
In case of a tie for largest force, *ALL* units are lost with
the exception of one defending unit (if it happens to be
the same strength as the largest force, and there *is* a
defending group).
Some examples:
A defends with 4. B attacks with 5 and C attacks with 6.
Result: C wins, but loses 5.
A defends with 3. A reinforces with 3 from an adjacent
territory. B attacks with 5.
Result: A win but loses 5.
Similar to above, but in addition C attacks with 6.
Result: A still wins and loses 5 (due to the defender rule).
A defends with 3. B attacks with 5. C attacks with 5.
Result: Mutual annihilation.
This seems to work, but I'll certainly entertain alternate attack
mechanisms. But be warned...
IT MUST RESULT IN UNAMBIGUOUS RESULTS FOR ANY NUMBER OF PLAYERS!
Comments, or Suggestions are welcome and encouraged.
Richard
--
/ \__ | Richard Rognlie / Sendmail Consultant / Sendmail, Inc.
\__/ \ | URL: http://www.gamerz.net/rrognlie/
/ \__/ | Give a man a fish, and he'll be hungry tomorrow. Teach a
\__/ | man to fish, and he'll be at the river all day drinking beer.