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I recently bought the board game called risk from target. I have played it a couple of times and I like it very much. However, there are a lot of different versions of risk and I wanted to sort of make my own version with my very own rules. There are some things that I want to change that I think will make the game more exciting, require more skill, tactic and challenge the advanced player. Does anyone play by any of their own special rules that they made up? If you do, would you please share them with me? Thank you!

2007-02-16 14:57:06 · 4 answers · asked by two bit 3 in Games & Recreation Board Games

4 answers

I've kicked around the idea of adapting the rules for Same-Time Risk from the Risk II CD for use with the board game. I haven't written them out yet, and they would require some more equipment (most likely dice, paper and pens or pencils), but it might prove interesting.

The idea of Same-Time Risk is that all players place their reinforcements and draw up their battle plans at the same time--thus the name. You do so by writing them down in secret, then all players reveal at once. Reinforcements are then placed on the board, attacks resolved, and cards drawn for the next turn, until the game objective is completed. You can play Same-Time as a Domination, Mission, or Capital game.

If you're interested in the specifics and trying it out, drop me an email and I'll type them out for you.

2007-02-16 16:18:57 · answer #1 · answered by Chris S 5 · 0 0

I put a limit on the # of armies when cashing in Risk cards no matter how many sets have been turned in previously.

4 for infantry
6 for cavalry
8 for artillery
10 for one of each

I also allow 2 tactical moves per turn

2007-02-18 22:30:39 · answer #2 · answered by pheasant tail 5 · 0 0

I don't have any of my own because I don't play Risk nearly enough, but there's some variants in the links below.

2007-02-16 15:08:55 · answer #3 · answered by Kyrix 6 · 0 0

1

2017-03-01 01:16:03 · answer #4 · answered by Regaserig 3 · 0 0

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