Risk, Game 1 - the silent speaker wins

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Risk, Game 1 - the silent speaker wins

Post Post #0 (ISO) » Fri Aug 19, 2005 5:47 am

Post by mith »

Map (the silent speaker's turn)


Image

Status


Pre-game.

Turn Order


Save the Dragons

WindSlicer

mccoyn (replaces bigbenwd)

rajrhcpfreak

CoolBot - 3 cards
the silent speaker
- 3 cards

Rules


Object - To occupy every territory on the board.

Initial Territory Assignment and Placement of Armies - The territories will be evenly distributed at random. Each player will have a single army placed in their territories. Following the territory assignment, all players will simultaneously place 13 additional armies in their territories.

Turn order - The turn order is listed above. Each player will be responsible for all actions within their turn. Keep up with the thread regularly so that you know when it will be your turn soon. This game will move as quickly or as slowly as the players act.

On your turn - It is recommended that you get out a Risk board, or print out a copy of the map, to keep track of what you do. For each action, post in this thread, stating your action, and then rolling the dice as needed. Make it clear what dice are intended for what action. If you are going to repeat an attack multiple times (for example, if you wanted to attack a series of several territories, and are not going to stop until you have taken them all or run out of armies), feel free to make multiple rolls in a single post; the first X rolls will be used to complete the actions stated in that post, in the order they are stated, and any leftover rolls may not be used for anything.

DO NOT EDIT YOUR POSTS
. If you are caught editing your posts, you will be immediately kicked out of the game. There is some degree of trust involved playing a game like this here, and I don't expect any of you to cheat, but I will be watching for any suspicious behavior. Don't try anything.

New army placement - At the beginning of your turn, you may place armies for the number of territories you control, continents you control, and card sets you turn in. You receive 1 army for each 3 territories you control, rounded down (minimum of 3). If you control all of a continent, you receive the number of armies listed for that continent on the map.

Card sets are: 3 of the same design (horseman, cannon, soldier), One of each, or any 2 plus a wild card. The number of armies received for a set increases as the game goes. When you turn in a set, state which three cards you are turning in (and if you mistakenly claim a card you don't have, I will correct you).

First set - 4
Second set - 6
Third set - 8
Fourth set - 10
Fifth set - 12
Sixth set - 15
Seventh set and higher - 5 more than the previous set

(The count of sets traded in is for every player in the game, not just for the player trading in the set.)

If you control the territory corresponding with one of the cards you turn in, you receive two extra armies that must be placed on that territory. You may only receive these extra armies once per turn (so if you control two or three of the territories on your cards, you pick which one gets the extra armies).

Clearly state how many armies you receive
(preferably also stating where they come from, if it's from more than one source)
and where you are placing them before you make any attacks.


Attacking - You may attack from any territory in which you have at least two armies, to any adjacent territory. Note that some territories are connected by lines on the map; these are adjacent, just like those that share a border.

Number of dice - The attacker may roll one less dice than the number of armies in the attacking territory, up to a maximum of 3. The defender may roll 2 dice if he has at least that many armies, and one otherwise.
It will be assumed that the defender always rolls 2 dice if he can
(as otherwise we would have to wait on the defender to declare the number of dice every time).

Example:

Attacking dice:
Original Roll String: 3d6 (STATIC)
3 6-Sided Dice: (5, 2, 5) = 12


Defending dice:
Original Roll String: 2d6 (STATIC)
2 6-Sided Dice: (2, 1) = 3


(to roll dice, put Xd6, where X is the number of dice, enclosed in tags)

Attack Result - To determine the result of the attack, the dice are compared in pairs. The highest dice from each player are compared, followed by the second highest from each player, if both roll at least two. For each pair, if the attacking dice is higher than the defending dice, the defending player loses an army. If the attacking dice is the same or lower, the attacking player loses an army.

In the above example, the highest pair is 6-5, and the next pair is 3-1, so the defender loses 2 armies.

Continuing your attack - You may continue an attack between the same two territories for as long as you wish until the defender is defeated, so long as you have at least 2 armies. Remember that if the attacker has less than 4 armies, he will not be able to attack with the maximum number of dice. You are not, however, required to complete an attack. You may stop at any time, or switch to attack from or to a different territory.

Capturing a territory - If the defender loses his last army, you have gained control of the territory. You may move as many of your remaining armies from the attacking territory as you like, with the following restrictions: you must move at least as many armies as dice you rolled in the last battle, and you must leave at least one army behind. No territory may ever be unoccupied.

Eliminating your opponent - If you defeat an opponent's last army on the board, you win any Risk cards they have. If this gives you six or more cards, you must immediately trade in sets until you have four or fewer. You may immediately place any armies received in this way, and continue attacking if you wish.

Ending your attack - You may stop attacking at any time. If you have captured at least one territory, you receive one Risk card (which I will PM to you).

Fortifying your position - At the end of your turn, you may move as many of your armies as you like from one (and only one) of your territories into one (and only one) of your adjacent territories. You must leave at least one army in both territories. You may fortify even if you have not attacked.

To make things easier on myself and the players, when you have completed your turn post anything that has changed since the last map update. List any territories, the player that controls them, and the number of armies in them.


If any mistakes are made, they will be fixed. If fixing them throws off anything that has happened later in the turn, everything from that point will be void and must be replayed by that player. If something is caught a few turns after the mistake is made, the same applies, unless it is deemed a minor mistake, can be fixed without effecting anything that has happened, or a significant amount of time has passed. Please do your best to double check everything that you do, and everything that everyone else does.
Last edited by mith on Sun Oct 30, 2005 2:30 am, edited 50 times in total.
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Post Post #1 (ISO) » Sat Aug 20, 2005 6:06 am

Post by mith »

I deleted the poll. Apparently it wasn't clear that only players should vote.

Post your preference. Should initial territories be assigned randomly (Faster) or chosen by the players (Better)?
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Post Post #2 (ISO) » Sat Aug 20, 2005 9:01 am

Post by WindSlicer »

Randomly.
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Post Post #3 (ISO) » Sat Aug 20, 2005 9:17 am

Post by bigbenwd »

players
"Plato is a lot of fun. It comes in many colors. You can put it through the plato fun factory, and make spaghetti out of it. You shouldn't eat it, but if you do, your poop turns different colors."
-Werebear
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Post Post #4 (ISO) » Sat Aug 20, 2005 3:12 pm

Post by the silent speaker »

Random.
I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons
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Post Post #5 (ISO) » Sat Aug 20, 2005 6:44 pm

Post by Save The Dragons »

players
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Post Post #6 (ISO) » Sun Aug 21, 2005 7:07 am

Post by rajrhcpfreak »

players
Show
http://kysurvivorfreak.blogspot.com/

raj's to do list:
Zulu Mafia : TBA
No Night Mafia : TBA
Epic Mafia : TBA

Record: 22-33-2
2005: 10-13-2
2006: 5-10
2007: 1-2
2008: 2-4
2009: 3-0
2010: 2-4
2011-2017: retired
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Post Post #7 (ISO) » Sun Aug 21, 2005 9:25 am

Post by mith »

I would break a tie in favor of random, so it looks like CoolBot is the deciding vote. I've prodded him.
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Post Post #8 (ISO) » Sun Aug 21, 2005 3:19 pm

Post by bigbenwd »

coolbot, you know you want a game where you're more involved, just like the real game, go for players!
"Plato is a lot of fun. It comes in many colors. You can put it through the plato fun factory, and make spaghetti out of it. You shouldn't eat it, but if you do, your poop turns different colors."
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Post Post #9 (ISO) » Mon Aug 22, 2005 3:41 am

Post by CoolBot »

Random.
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Post Post #10 (ISO) » Mon Aug 22, 2005 4:07 am

Post by mith »

Alright then, map will be up later today.

Army placement will be done simulatenously to save time. You'll need to PM me where you would like to add
13
additional armies. I'll try to get the rules written up today as well.
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Post Post #11 (ISO) » Mon Aug 22, 2005 6:06 am

Post by mith »

Starting Territories:


Save the Dragons


Venezuela
Scandinavia
Northern Europe
North Africa
Kamchatka
Siam
New Guinea

WindSlicer


Northwest Territory
Alberta
Southern Europe
Siberia
Afghanistan
Mongolia
Indonesia

bigbenwd


Ontario
Eastern United States
Central America
Madagascar
Ural
Irkutsk
Japan

rajrhcpfreak


Brazil
Iceland
Great Britain
Egypt
East Africa
Yakutsk
China

CoolBot


Greenland
Argentina
Western Europe
Congo
South Africa
Middle East
Western Australia

the silent speaker


Alaska
Quebec
Western United States
Peru
Ukraine
India
Eastern Australia
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Post Post #12 (ISO) » Mon Aug 22, 2005 6:10 am

Post by mith »

One quick rule that needs to be stated before I get the rest up:

You may not discuss the game outside of the thread. If you wish to make an alliance, it must be made publicly.
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Post Post #13 (ISO) » Mon Aug 22, 2005 7:21 am

Post by the silent speaker »

Iceland and Great Britain border Scandinavia too, don't they?
I think it's pretty clear that TSS's awesomeness did alter the roles each of us recieved, and thus he's obviously pro-town. -- Save The Dragons
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Post Post #14 (ISO) » Mon Aug 22, 2005 7:23 am

Post by mith »

Yes, they do. Huh. Should've actually checked the map. :)
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Post Post #15 (ISO) » Mon Aug 22, 2005 7:24 am

Post by mith »

Lines added in.
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Post Post #16 (ISO) » Mon Aug 22, 2005 1:28 pm

Post by bigbenwd »

nice map mith
"Plato is a lot of fun. It comes in many colors. You can put it through the plato fun factory, and make spaghetti out of it. You shouldn't eat it, but if you do, your poop turns different colors."
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Post Post #17 (ISO) » Tue Aug 23, 2005 5:39 am

Post by mith »

Everyone's placement is in except WindSlicer.
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Post Post #18 (ISO) » Tue Aug 23, 2005 11:44 am

Post by WindSlicer »

Oh, sorry I totally missed the part where you said we PM you, I was waiting for the bold thing to go to my name. Un momento
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Post Post #19 (ISO) » Tue Aug 23, 2005 12:24 pm

Post by mith »

Alright, placement all in. I'll get the map up whenever I find time to write up the rules (before I go to bed tonight, but after I deal with the invitational betting).
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Post Post #20 (ISO) » Tue Aug 23, 2005 4:17 pm

Post by mith »

Map updated.


The rules are in the first post. Please read through them, even if you have played plenty of times before (I could've messed something up somewhere, after all). Pay particular attention to anything in bold; these are the rule adjustments/conventions to hopefully make things go more smoothly online.
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Post Post #21 (ISO) » Tue Aug 23, 2005 6:18 pm

Post by bigbenwd »

alright, let's get this underway :-D
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Post Post #22 (ISO) » Wed Aug 24, 2005 10:13 am

Post by Save The Dragons »

Oh god, I get to be the guinea pig. Hey, I have that.

We do one action at a time, right? So just to let everyone know, I'm only doing this one action and I'm not ending my turn yet. But if you want me to post everything else I'm going to do, then I could probably do so...

First, I put 1 army in North Africa and 2 in Scandinavia, giving North Africa 5 and Scandinavia 8.

Next, I attack Ukraine.

Original Roll String: 3d6
3 6-Sided Dice: (5, 4, 2) = 11

Original Roll String: 3d6
3 6-Sided Dice: (2, 5, 3) = 10

Original Roll String: 3d6
3 6-Sided Dice: (1, 2, 2) = 5

Original Roll String: 3d6
3 6-Sided Dice: (5, 5, 2) = 12

Original Roll String: 3d6
3 6-Sided Dice: (6, 3, 5) = 14


And I will stop attacking Ukraine if I am no longer allowed to attack with 3 dice (which is 5, I believe).
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Post Post #23 (ISO) » Wed Aug 24, 2005 10:36 am

Post by mith »

StD, you need to roll both the attacking dice and the defending dice. You must also specify where you are attacking from before you attack.
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Post Post #24 (ISO) » Thu Aug 25, 2005 4:26 pm

Post by Save The Dragons »

:shock: damnit. I'm stupid. I knew I'd screw up.

So basically I can do the whole turn in a bunch of consecutive posts, right?

I attack Ukraine from Scandinavia.

Original Roll String: 3d6
3 6-Sided Dice: (2, 6, 3) = 11

Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7


Original Roll String: 3d6
3 6-Sided Dice: (3, 2, 2) = 7

Original Roll String: 2d6
2 6-Sided Dice: (6, 5) = 11


Original Roll String: 3d6
3 6-Sided Dice: (6, 1, 2) = 9

Original Roll String: 2d6
2 6-Sided Dice: (5, 1) = 6


Original Roll String: 3d6
3 6-Sided Dice: (2, 5, 3) = 10

Original Roll String: 2d6
2 6-Sided Dice: (4, 5) = 9


Original Roll String: 3d6
3 6-Sided Dice: (1, 5, 6) = 12

Original Roll String: 2d6
2 6-Sided Dice: (2, 6) = 8


Original Roll String: 3d6
3 6-Sided Dice: (2, 2, 3) = 7

Original Roll String: 2d6
2 6-Sided Dice: (6, 1) = 7
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