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GFF Risk 11: Atomic Safari
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nuttyturnip
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Old May 20, 2009, 02:54 PM #1 of 100
GFF Risk 11: Atomic Safari

1 Die Roll
 Description
Die
Result
Example dice roll
1d10
1
Game over: I win!

Same rules as game 10. By my count, there are 21 unclaimed countries, so each player may annex 1 additional country on their first turn. That will leave 10 unclaimed countries in Round 2, which can be acquired by attacking them as if they belonged to another player.

Please take your turn within 24 hours, or let us know that you'll be delayed. If you take longer than 24 hours without telling anyone of your whereabouts, then the next person may take their turn. Once the next person takes their turn, you forfeit your turn.

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 1 unowned country (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.

Arms Dealer List:
(10) Tanks: Take over one country on the map that touches one of your states.
(15) Energy Boost: Gain 2 extra attacks for the day.
(20) Ninjas: Roll again on each of your attacks if they fail the first time.
(25) Blitzkrieg: Conquer 2 adjoining territories.
(30) Atomic Bomb: Take over at least 1 country, with the possibility of taking up to 3 more adjoining countries. When using this item, roll a 1d4 die; the number you roll is the number of countries you take over.
(35) Death Ray: Conquer 3 adjoining territories at once.


I can only update the map when I’m at home, so your best tool for keeping track of who owns what is by using the linked spreadsheet. I’ll try to update that after each turn, unless it’s the middle of the night.

Chart of who owns what, gil, and items

Last updated at the end of the game


Jam it back in, in the dark.

Last edited by nuttyturnip; Jun 5, 2009 at 08:21 PM. Reason: game over
nuttyturnip
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Old May 20, 2009, 07:18 PM #2 of 100
And.. Didn't I say brown? Initially I was thinking that I'd choose yellow, but upon noticing my native color wasn't taken, I decided to go with that instead.
Yes, you're right. Damn these new glasses! I've made the correction.

How ya doing, buddy?
nuttyturnip
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Old May 21, 2009, 06:50 PM #3 of 100
Araes: Why did you use Tanks on the Ivory Coast when you still had one attack left? Too late now.

Yeldarb: You annexed Somalia, which borders Djibouti, so your attack on that country was legal. Tritoch gets 1 gil for defending it.

This thing is sticky, and I don't like it. I don't appreciate it.
nuttyturnip
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Old May 22, 2009, 10:16 AM 1 #4 of 100
It's good to see that this game's consistent. I remember now why i quit playing this game. I believe this is the third game where i've been very thoroughly routed in the first round. Oh well. I guess i'll keep struggling until everyone just happens to kill me again,
Thoroughly routed? You haven't even taken a turn yet, and half the players are in the same boat. Once your turn comes around, you'll get an automatic 1 country, plus up to 6 attacks and a Tank to counter things. It's always rough going at the beginning, but that doesn't mean anything. A certain person was in last place after the first round of Risk 9, but he went on to win in a spectacular (and some would say morally ambiguous) victory.

I am a dolphin, do you want me on your body?
nuttyturnip
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Old May 22, 2009, 01:50 PM #5 of 100
4 Dice Rolls
 Description
Dice
Result
Mozambique
1d10
3
Botswana #2
1d10
1
Botswana
1d10
3
South Africa
1d10
8
The Brown Menace must be stopped. I urge all those who are able to take up arms against Plarom and his campaign of ethnic cleansing!

Annexing Lesotho. Attacking South Africa, Botswana x2, and Mozambique.

You may have won this round, but enemies are everywhere.

I was speaking idiomatically.
nuttyturnip
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Old May 23, 2009, 03:51 PM #6 of 100
Bumping to confirm the time of Tritoch's turn, and confirming the PM.

What kind of toxic man-thing is happening now?
nuttyturnip
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Old May 23, 2009, 08:00 PM #7 of 100
Just to clarify the situation re: Yeldarb since this hasn't come up before:
Originally Posted by Rules
-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.
Yeldarb will still get his turn in the second round. Anyone who loses everything after the second round (Plarom's turn) begins, they're out for good.

FELIPE NO
nuttyturnip
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Old May 24, 2009, 09:07 PM #8 of 100
Hawkeye's 24 hours was up 2 hours ago, so Plarom can go whenever.

Note that if Plarom goes first, everyone has an additional 5 gil, since it's the start of a new round.

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nuttyturnip
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Old May 25, 2009, 09:26 PM #9 of 100
We've now entered Day 3 with no action, which means it's now Krelian's turn. Or you know, whatever.

Jam it back in, in the dark.
nuttyturnip
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Old May 26, 2009, 10:04 AM #10 of 100
Attacking Chad
Attacking Central African Republic
Attacking Cameroon
Attacking Nigeria
There are several problems with this. First off, you began by attacking Chad, which isn't adjacent to your territory. However, since you subsequently conquered the bordering Central African Republic, I'll overlook that. Secondly, Cameroon and Nigeria are currently unoccupied, and since your turn was still in Round 1, they cannot be attacked, therefore those 2 attacks are void.

Originally Posted by Plarom
Are we allowed annex countries past the first turn? (If so, Tanzania)
Nope, starting in the second round (now), unoccupied territories can/must be attacked like any other country.

I've updated the chart with everyone's turn, and added the 5 gil bonus for the start of the round.

How ya doing, buddy?
nuttyturnip
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Old May 26, 2009, 06:36 PM #11 of 100
Propped for 5 fails in a row.

To clarify for Yeldarb, since he doesn't have any territory, he may choose anywhere to begin his attack. Once he conquers a territory, his attack must continue from that territory; he can't just attack willy-nilly all over the board.

This thing is sticky, and I don't like it. I don't appreciate it.
nuttyturnip
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Old May 27, 2009, 06:08 PM #12 of 100
You can roll a die for Burkina Faso, since it doesn't really have an effect on what you did afterwards. You have one attack remaining anyway, so you can attack anything surrounding Mali/Niger/Benin if you want.

EDIT: Yeldarb has knocked out Helloween, and picked up a tidy sum of gil. I think I know who Rockgamer will be targeting...

I am a dolphin, do you want me on your body?
nuttyturnip
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Old May 28, 2009, 07:12 PM #13 of 100
6 Dice Rolls
 Description
Dice
Result
Swaziland
1d10
2
Zimbabwe
1d10
3
Botswana #2
1d10
8
Botswana
1d10
3
South Africa
1d10
10
DRoC
1d10
2
Frank has to have set a record for the fastest backstab.

I'll begin by trying to liberate Democratic Rep. of the Congo, but they're still heavily fortified.

Next, I'll attack South Africa and Botswana x2.

Might as well use an Energy Boost.

No luck with Zimbabwe or Swaziland.

Fine, Tanks into Zimbabwe.

I was speaking idiomatically.
nuttyturnip
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Old May 28, 2009, 09:42 PM #14 of 100
This is like some bizzarro Mega Man 4. We took out the black Dr. Cossack (Plarom) and his evil minions, only to have the true villain reveal himself. You know what we have to do. We must vanquish the black Dr. Wily.

What kind of toxic man-thing is happening now?
nuttyturnip
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Old May 29, 2009, 03:21 PM #15 of 100
Frank may be a backstabber, but unfortunately, he's also right. If we end up bickering amongst ourselves, then we'll only weaken each other for Rockgamer to pick us off. The only chance we have to win is to cut Rockgamer down to size. Once that's done, we can go back to fighting each other.

Most amazing jew boots
nuttyturnip
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Old May 29, 2009, 03:38 PM #16 of 100
Let's say Hawkeye does pick off Frank; that gives him 10 countries to your 21 countries. Sure, he gets gil and items, but if he attacks you instead, then he still has 10 countries, but you'd only have 17, a more manageable number. If we don't start chipping away at Rockgamer now, he's only going to get stronger.

What, you don't want my bikini-clad body?
nuttyturnip
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Old May 29, 2009, 08:15 PM #17 of 100
The point may be moot, as Hawkeye's 24 hours are up. Araes may now attack, and he'll have to attack Rockgamer at least once.

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nuttyturnip
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Old May 29, 2009, 10:47 PM #18 of 100
4 Dice Rolls
 Description
Dice
Result
Mauritius
1d10
3
Madagascar
1d10
10
Mozambique x2
1d10
8
Mozambique
1d10
5
A poor showing by the faithful in Green, to be sure, but nonetheless, we have done our part in vanquishing the dark menace. It's up to you now, nutty.
Not so bad, really. You prevented his warlord status and did some substantial damage, so good work. Now it's my turn.

Attacking Mozambique x2, Madagascar, and Mauritius.

Time to roll out my special Aquatic Tanks and conquer Mauritius and Seychelles.

Throw off your shackles, Africans, and welcome your liberators!


Your move, Black Dr. Wily with a skin condition.

There's nowhere I can't reach.
nuttyturnip
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Old May 31, 2009, 12:59 AM #19 of 100
Not that Araes would have done anything, but his 24 hours are up. Frank can go now.

Is everyone ok with ending this game in 3 rounds (this one, plus 2 more)?

This thing is sticky, and I don't like it. I don't appreciate it.
nuttyturnip
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Old May 31, 2009, 02:26 PM #20 of 100
6 Dice Rolls
 Description
Dice
Result
Congo
1d10
1
Malawi
1d10
6
Zambia
1d10
8
Central African Rep x2
1d10
9
Central African Rep
1d10
4
DRoC
1d10
10
Excellent indeed. And since I'm a Warlord, I'll take 3 gil from Frank (for a good cause) and 5 gil from Rockgamer.

The peoples of the Democratic Republic of the Congo welcome their true leader, along with the citizens of the Central African Republic and Zambia.

I too shall purchase an Energy Boost, and use it to attack Malawi and the Congo.

Southern Africa is nearly free of the dark doctor's taint. Rockgamer now faces the might of two powerful Warlords, and Africa shall be fully liberated in time for Kwanzaa.

I am a dolphin, do you want me on your body?
nuttyturnip
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Old May 31, 2009, 06:53 PM #21 of 100
Aww, that's too bad. Now Rockgamer is being ravaged by the tiniest, pinkest Warlord ever.

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nuttyturnip
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Old Jun 1, 2009, 07:01 PM #22 of 100
In the past, we've had a rule that you must trade countries 1 for 1, i.e., Araes can't just give Rockgamer a country without receiving one from Rockgamer in return. If he could do that, he could just give Rockgamer his entire collection and hand him the win.

I realize this isn't spelled out in the current rules, so I don't have solid ground to enforce it, but it is in the wiki. If I remember correctly, it had something to do with a move Zergrinch tried (and really, aren't most of our rules a result of Zergrinch?)

What kind of toxic man-thing is happening now?
nuttyturnip
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Old Jun 1, 2009, 07:13 PM #23 of 100
It's more of a "give the country back", since Rockgamer should know better. Still, I'm not exactly impartial, so I won't force the issue.

FELIPE NO
nuttyturnip
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Old Jun 1, 2009, 07:32 PM #24 of 100
Fair enough.

What, you don't want my bikini-clad body?
nuttyturnip
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Old Jun 2, 2009, 08:42 AM #25 of 100
4 Dice Rolls
 Description
Dice
Result
Equatorial Guinea
1d10
8
Gabon
1d10
6
Sao Tome & Principe
1d10
8
Congo
1d10
6
I think this is the first time Nutty's forgotten to link to the wiki in his first post. The perfect opportunity to defy the rules!
I didn't forget; I haven't linked it for the new games because it's somewhat confusing for new players to mesh the old rules (turns, submitting numbers etc.) with the new format. That said, the basic rules haven't changed. It doesn't really matter here, since it's only one country, and I doubt Rockgamer's going to win this.

I'll begin by attacking the Congo, Sao Tome & Principe, Gabon, and Equatorial Guinea.

That went remarkably well. I want to leave a buffer zone against Araes, so I'll leave the Central African Republic alone for now.

Jam it back in, in the dark.
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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Entertainment > Pang's Violence Basement > Play-by-Post Board Games > GFF Risk 11: Atomic Safari

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