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GFF Risk 6: United States of Anarchy
GAME OVER; IDENTITY CRISIS WINS!
Everyone gets 4 turns per day. All players begin with 1 Tank, 1 Energy Boost and 20 gil. The wiki is mostly up to date, but there might be a few of the new things that I haven't changed yet. LINK TO RULES IN WIKI Minor Rule Changes for This Game:
Major changes: -At the beginning of each day (starting Wednesday), I will award a new item to all surviving players. These items may be traded, but they will not be transferred as spoils of war. If a player has one of these items in their possession upon death, that item will be lost. Weapons of the Day 6/13: Sexy Beam: Use your wily charms to take 10 gil from one other player. 6/14: Mime of Distraction: Use the power of pantomime to make one player lose one turn. 6/15: Friendly Gesture: In the interests of goodwill, you grant a player (other than yourself) an extra turn. This doesn't take turns from you. 6/16: Highly Ineffective Mongoose: Use this like a Tank, but it only has a 1 in 3 chance of working. Arms Dealer (15) Tanks: Take over one state on the map. Automatic win in battle. (15) Energy Boost: Gain 2 extra turns for the day. (20) Spies: Find out the items that all other players possess, find out what items are in play (such as Ninjas), and see all numbers submitted in for attacks/defenses against you for one day. This item's use won't be announced. If the user approves, I will go ahead and submit the statistically optimal number on their behalf, to keep the game moving. (20) Chemical Weapons: An opponent loses 3 turns for the day. (20) Satellite Defenses: Defend against all item use for one day (like other defenses, must be used preemptively). This item’s use won’t be announced. THIS ITEM CANNOT BE USED ON THE LAST DAY. (25) Atomic Bomb: Take over at least 1 state, with the possibility of taking up to 4 adjoining states. When using this item, post the 4 states you want, in order of priority. I’ll roll a die, and determine how many you’ll actually take (1-4). (25) Blitzkrieg: Conquer 2 adjoining territories. Automatic win in battle. (30) Ninjas: Send in 2 numbers for every attack and defense you make during one day (doubles your chances of winning each battle). This item's use won't be announced. Limited to 3 uses per game. (35) Death Ray: Conquer 3 adjoining territories at once. Automatic win in battle. Alliance Items: These items are purchased by 2 players together, either by both PMing me or both posting in the thread. The purchase price and the spoils are split evenly. (40) Double Team: Conquer any 2 countries and take 2 turns (which you can use yourself) from an opposing player. (80) Shock and Awe: Conquer 6 adjoining territories and make each affected player lose 1 turn (if they have any remaining). Pending Battles * = I need a number Tritoch/Plarom* for Virginia Tritoch/Plarom* for DC Tritoch/Plarom* for Alaska Tritoch/Plarom* for Alabama orionmk3/Tritoch* for Tennessee orionmk3/Tritoch* for Lake Michigan Identity Crisis/Plarom* for Utah Identity Crisis/Plarom* for Louisiana Identity Crisis/orionmk3* for Lake Huron Identity Crisis/orionmk3* for Missouri Chart of who owns what Map, last updated Monday, 11:10pm:
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I'm so lucky, and it's 9am. So I'll annex Tennessee and Arkansas.
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Well. Talk about like. I'm going to annex to Montana and Wyoming.
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I'll go ahead and annex Maine BY THE POWER OF GREYSKULL!
Hey Smelnick, you only get one of those. We're not cool like those list people. :( |
Shiny, two states. I'll annex Illinois and Nebraska
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I'm trying to keep the chart as up to date as I can today (got nothing better to do). I didn't put Smelnick's choices down, since he's got to pick one of those first.
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Oh, Wyoming first then. Helps to read the rules eh?
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Oklahoma it is.
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I'll be taking Maryland now that :nazfail: has been temporarily evacuated from its premises.
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Mmm.. It feels good returning to our Risk roots! Connecticut and Rhode Island need some serious annexing!
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Missouri and Arkansas for teh annex, please.
Alternate choices: Kansas and Montana. |
How's about Missouri and Kansas, since Yeldarb already took Arkansas. With a little paint, it's just as good.
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I'd prefer the mighty Ur-Kansas, but regular Kansas is dandy.
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*WTF* I thought I posted something ehre and now it won't even show :(
I would like to annex Vermont |
for another turn I'll annex to Montana as well.
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Smelnick is 0-2 so far. You're only allowed to annex 1 state (unless you're one of the chosen people), because I'm trying to distribute territory as evenly as possible. You can use your turns to attack if you want (but you can't attack Montana, at least not yet).
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Wow, sorry bout that. I'm a little off lol.
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I check the wikki and I did not see a answer to a question I have, but are items like tanks 1 time use only? I am sure they would have to be, but I like to ask first and not assume anything
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Annexing Delaware.
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Something else to emphasize for the new folks: everything happens chronologically. In other words, if someone attacks you, you can't defend against it by purchasing Ninjas after they attack. You have to PM me to tell me you're using an item like Ninjas before it takes effect. Items such as Chemical Weapons, Ninjas, Satellite Defenses and Spies, you can tell me the night before you want to use them, and I'll make them active the following day, but any other item cannot be used preemptively (i.e., telling me you want to use Tanks first thing the next morning). Hope that's not too confusing. |
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ok thanks :) I got it now.
I will use two turns and annex New Hampshire and Maine into my ownership |
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As I already told Smelnick, you can't annex anymore states, so that rules out New Hampshire. Tritoch already owns Maine, so if you want to attack it, you can do that. |
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