Exploding Garrmondo Weiner Interactive Swiss Army Penis

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nuttyturnip May 15, 2009 11:16 AM

GFF Risk 11 Signups
 
For most of you, school is finished for the year, which means you finally have time to play Risk. I've been procrastinating about putting up this thread, but here it is at last. This time we'll be taking a return safari to Africa.

Game 10 flowed smoothly, so I see no reason to change things. The only thing I'd think about changing would be rotating turns each round (like Zergrinch is proposing for the next Scrabble game), but this could potentially give someone 2 turns very close together, and they could wipe out their foe(s) with little resistance. What do you folks think? Any other changes/additions to consider?
The rules for any newcomers:
-You may do any or all of the follow during your turn, in any order:
1. Attack neighboring countries using dice up to 4 times
2. Purchase and use items as many times as you want, until you run out of money
3. Annex X unowned countries (first day only)
4. Trade countries with another player (with their posted agreement)
-You gain 1 gil for each territory acquired (by annexing, attack, or item use), and 1 gil each time an attack against you fails.
-If you deal a killing blow to an opponent (take their last territory), except in the first round, you acquire all of their remaining gil and items.
-Alliances with other players (secret or not) are perfectly fine (and often the key to victory)
-Countries may be traded with other players (both must post in the thread, and the trade takes place during one of their turns).
-Warlord status is achieved if you begin your turn in ownership of 9 adjoining countries. If by some miracle you obtain this, you may take 5 gil from each player that touches your Warlord states.
-Each player starts with 0 gil, 1 Tank, and 1 Energy Boost (see Arms Dealer list below for descriptions).
-You may only attack states adjacent to your territory (lines are drawn on the map to indicate adjacency)
-When attacking, label your dice roll with the country (see example roll in first post). Roll a 1d10; 1-5 means you fail, 6-10 means you are successful.
-Items can be used to attack anywhere, except Tanks (doesn’t have to touch your countries).
-Not counting the first round, everyone gets 5 gil added to their account at the beginning of each round.
-No one can be wiped out on the first round. If someone enters the second round with no territory, they may still have a turn.


When you sign up, I need which 3 countries you want to start with. Let's aim to start the game on Wednesday (5/20). I'll start a new game thread, and announce the randomly selected turn order. I'm taking the day off work that day to get new glasses in the morning, but I'll make sure the game gets underway.

Players
1. KrelEN: Tunisia, Libya, Eritrea
2. nuttyturnip: Angola, Namibia, Botswana
3. Araes: Senegal, Guinea-Bissau, Guinea
4. Rockgamer: Morocco, Algeria, Western Sahara
5. Tritoch: Democratic Republic of the Congo, Djibouti, Ethiopia
6. knkwzrd: Ivory Coast, Chad, Uganda
7. Frank: Madagascar, Sechelles, Mauritius
8. Yeldarb: Egypt, Sudan, Central African Republic
9. Helloween: Sierra Leone, Liberia, South Africa
10. Hawkeye: Gabon, Congo, Sao Tome & Principe
11. Plarom: Malawi, Mozambique, Zimbabwe


Spreadsheet
http://nuttyturnip.googlepages.com/Risk-11.jpg

Zergrinch May 15, 2009 11:21 AM

I'm not signing up, since I'm going to be a bit busy. Just posting my two cents on your anticipated problem.

Here's a couple of possible solutions:

1. Player gets killed only if he doesn't have any countries left AT THE END of his current turn. If he doesn't have any countries at the beginning, he can attack any target of his choice.

or

2. Players take scheduled turns, but all actions are considered to have occurred SIMULTANEOUSLY during a round. In case of overlapping attacks, the country goes to the person who throws the highest number. (You can have 1d100 instead of 10 to minimize chances of a tie.) So, players who don't have any countries at the end of that giant clusterfuck get eliminated.

To me, the second option is more fair, though it's more of a bookkeeping headache.

-------

Other suggestions:

I don't recall if you had spies or ninjas in the last game? You could implement them in the second system. Spies can help defense by upping the attack roll requirement (by say 25, so 76-100 = attack succeeds, 1-75 = attack fail). Similarly, ninjas can help attack by lowering the requirement. Hilarity ensues when spies meet ninjas, but I suppose they cancel each other out or something.

Krelian May 15, 2009 11:23 AM

I'm in. I'll take Tunisia, Libya and Eritrea. Bright red please.

As for the turn order rotation... I'm not so sure. Random though it may be, it could result in unfair advantages.

nuttyturnip May 15, 2009 11:49 AM

Quote:

Originally Posted by Zergrinch (Post 702147)
I'm not signing up, since I'm going to be a bit busy.

So help me God, I'll have you threadbanned if you keep a running commentary going in the game thread. If you have time to comment, you have time to play. :rolleyes:

Quote:

1. Player gets killed only if he doesn't have any countries left AT THE END of his current turn. If he doesn't have any countries at the beginning, he can attack any target of his choice.
You're saying a last gasp attack? An intriguing idea, but difficult once you consider the broader logistics. Let's say Player A wipes out Player F. Players B-E would take their turns, but wouldn't get the chance to take Player F's spoils (in the event that he lives). There's a 50/50 chance he'd pop back to life, then the next player with adjacent territories would wipe him out again, then we'd wait an entire round for him to potentially pop back to life yet again. The alternative would be for Player F to make his last gasp immediately when he's wiped out, but that would possibly delay the game.

What if Player F is Araes, who only plays around 8PM (my time)? Each time he's wiped out, the game would go on hold for 24 hours. If someone is down to one territory, it's not a matter of if they'll be wiped out, but when. No sense instituting what amounts to be a roulette wheel to determine who gets the spoils when it finally happens.

Quote:

2. Players take scheduled turns, but all actions are considered to have occurred SIMULTANEOUSLY during a round. In case of overlapping attacks, the country goes to the person who throws the highest number. (You can have 1d100 instead of 10 to minimize chances of a tie.) So, players who don't have any countries at the end of that giant clusterfuck get eliminated.
Nah, too much of a headache, like you said.

Quote:

I don't recall if you had spies or ninjas in the last game? You could implement them in the second system. Spies can help defense by upping the attack roll requirement (by say 25, so 76-100 = attack succeeds, 1-75 = attack fail). Similarly, ninjas can help attack by lowering the requirement. Hilarity ensues when spies meet ninjas, but I suppose they cancel each other out or something.
Ninjas were in the last game (if you fail an attack, you can try again). Preemptive items could work, I suppose, if everyone declared them by the end of the round (i.e., next round, I'll be using Spies), but again, it makes things more complicated. The whole idea for using forum dice and turns is that the game is much more self-sufficient, and players don't have to keep track of much (or make mistakes in their calculations due to modifiers like that). Let's keep it simple this game, as there were several folks who told me they were too busy with school last round to play.

Quote:

Originally Posted by KrelEN
As for the turn order rotation... I'm not so sure. Random though it may be, it could result in unfair advantages.

I tend to agree, but I thought I'd throw the idea out there for opinions.

Araes May 15, 2009 12:20 PM

Should be back from travel, so I'm in again.

Countries: Senegal, Guinea-Bissau, Guinea

Random Color.

Rockgamer May 15, 2009 01:13 PM

I'll take black, and lay claim Morocco, Algeria, and Western Sahara.

As for the turn thing, it seems more necessary for something like Scrabble where there are inherent advantages on the board that can only be used once, as opposed to Risk where, for the most part, you're only going to be able to attack one or two people regardless of when you take your turn.

Araes May 18, 2009 05:45 PM

If we don't get a few more folks in on this, nutty's going to have a hell of a time taking the whole of the South while we dick around up North. Has Identity Crisis chosen his areas, or actually joined? Also, if we don't get many more, can we shift our lands? As I'd rather go be a pirate or maybe an islander, rather than sit in a clump.

The Plane Is A Tiger May 18, 2009 06:36 PM

Whoa crap. I meant to sign up for this several days ago and it completely slipped my mind!

Alright, I'll take Democratic Republic of the Congo, Djibouti, and Ethiopia. Two of these were chosen based purely on how much fun it is to say the names. Can you guess which?

nuttyturnip May 18, 2009 06:49 PM

Quote:

Originally Posted by Araes (Post 702647)
Has Identity Crisis chosen his areas, or actually joined? Also, if we don't get many more, can we shift our lands? As I'd rather go be a pirate or maybe an islander, rather than sit in a clump.

Sorry, old map. I must have toggled Identity Crisis on by accident. I'll send a PM out to other potential players tomorrow (Dullenplain, Helloween, orion_mk3, knkwzrd, Plarom, Yeldarb, Hawkeye, whoever else I think of). I'll probably make a journal entry too.

We'll need a few more players to even have a game. You'll be able to annex more land at the beginning, so you can stake your claim on islands then if you so choose.

knkwzrd May 19, 2009 11:02 AM

I'm back in this.

I'll take dark red, ivory coast, chad, and uganda.

Ballpark Frank May 19, 2009 04:10 PM

I'll give it a go! Let's try Madagascar, Sechelles, and Mauritius. I'll go with Dark Green for my color.

Yeldarb May 19, 2009 07:43 PM

I'm in! Snatching Egypt, Sudan, and the Central African Republic. I'll take blue also.

Helloween May 19, 2009 11:46 PM

Sure, i'm in.

I'll start with Sierra Leone, Liberia, and South Africa

Scent of a Grundle May 20, 2009 12:18 AM

Thanks for the PM nutty, i haven't been on much as my laptop is currently being repaired (i'm going through withdrawal)

I'll take Lesotho, Swaziland, and South Africa. And purple.

EDIT: neglected to check Helloween's post.

Moving to Gabon, Congo, and Sao Tome & Principe

Plarom May 20, 2009 01:43 AM

Yea, sure, I'll bite.

I suppose I'll take brown, along with Malawi, Mozambique, and Zimbabwe.


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