Risk Historical Edition:
Considerations:
- Get chips like they have in Axis and Allies
- Buy a real copy of risk. That would be the one you buy in Europe (specifically Hungry or England). All three units’ molds actually look decent. The chips are now used to indicate more than one (white=1 army, Red = 5 armies, Blue=10 armies).
Units have new values: (Attack – Defence)
Infantry: 1-2- cost 3 moves 2
Cavalry: 2-2- cost 4 moves 3
Artillery: 3-3- Cost 6 moves 2
1. At the start of your turn you count your territories and buy more units using the cost values.
2. The movement factor is the number of different attacks that can be made each turn. Each attack can be of unlimited duration. For example you can attack with infantry, taking a territory and then attack one additional territory. This constitutes 2 movements. Cavalry can perform this up to three times per turn.
3. During combat if artillery rolls a ONE result they may select the type of unit they want to allocate as a hit. Otherwise this is the choice of the defender.
4. During combat your cavalry can allow the retreat by the defender of units equal to the number of cavalry forces left defending at the end of a combat round. This is the only case where the defender can retreat.
5. At the end of combat all units that did not make any attacks can now move within your own territories equal to their movement allowance.
6. When you get cards they represent the actual piece you get as replacements. If the card is a wild card you get one unit each of all three types. For Example: if you get a Cavalry card then you may place this unit in your controlled territories. Cards are no longer turned in for growing sets.
7. As usual you draw your card at the end of your turn and you then get to place your forces
Optional rules:
Adding new units: (Attack-Defense-Movement-Cost)
Frigates: 3-4-2-7. These units can pick up two units and drop them off as an invasion.
Grenadiers (elite infantry): 3-2-2-5
Generals: +1 for all units in territory in either attack or defense. Each player gets one General, when you conquer somebody you obtain the service of an additional general.
Fortress/Forts: two rolls of 4 each round, both preemptive (no return fire from hit units). Each level costs 6. Place chips under to denote the value of the fortress.
Capitals: each player selects a home territory: this territory receives a free fort of 3 levels. If you lose your capital you lose the game.
Starting Armies:
Each player starts with 100 point army and the free 3 level fort for his home territory. His home territory is selected first when you randomly select positions. You decide how your army will be constructed.
Imperious Leader-