GFF Risk

From GFWiki

This game involves roughly 10-20 participants trying to conquer all the territories on a given map. The rules bear little resemblance to actual Risk, but that's the easiest name for it. The game was created by nuttyturnip as a way to stave off boredom at work.

Table of contents

Games So Far

  • Game 1 (United States): Winner-Plarom
  • Game 2 (Europe): Interupted due to GFF crash--ended on Serious Business; Winner-nazpyro
  • Game 3 (Risk Map): on Serious Business--Winner-Tritoch
  • Game 4 (Risk Map, run by Zergrinch): Winner-nazpyro
  • Game 5 (Africa): Winner-Zergrinch
  • Game 6 (United States): Identity Crisis
  • Game 7 (Gamingforce Members): Winner-Yeldarb
  • Game 8 (Japan, run by Dullenplain): Winner-nuttyturnip
  • Game 9 (United States): Winner - Tritoch (the fastest victory ever)
  • Game 10 (United States: Winner - Araes

Change To Turn Based Action Beginning Game 9

With the addition of dice rolling to the games subforum, the game switched to a format with strict turn order, where each player rolled dice to determine attacks (no more submitting numbers via PM). Players could only attack adjacent states, started with no money, and Tanks could only be used on adjacent states as well.

Setup

  • Host=person running the game (couldn't think of a better word)
  • When each player signs up, they will pick a set of home countries to start with (the host will say how many). First come, first served.
  • The game will run in real time days starting at 9am EST each morning.
  • Players are limited to a set number of turns per day. This number will be posted by the host at the beginning of the game, and may be increased once some players are eliminated. Players may post their attacks all at once, or space them out over the day.
  • Unclaimed territories may be annexed at the beginning of the game, without using turns, at a rate specified by the host (i.e., 2 territories per player).
  • Players will begin the game with a set amount of money (gil), as determined by the host. Players may use this gil to purchase items from the arms dealer. Prices for the arms dealer will be in the first post.
  • Using an item does not consume a turn.
  • Players can form alliances if they choose, but of course, there can be only one winner. Items/Gil/Turns/Countries may be traded to other players. (For trading countries, see below.) The host should be notified of any trades.
  • During a turn, a player may choose to take over an unoccupied country or attack one of their opponents’ countries. They may attack any country on the map.
  • Attacks must be posted in the thread for them to count; exceptions may be made for players who will be absent during play.
  • Battles will be decided by each player chosing a number between 1 and 100 and PMing that number to the host. The host will use a random number generator to select a number, and whoever gets closest wins (doesn’t matter if they go over).
  • Once a country has been attacked, the defender has 24 hours to send the host their number (sooner if possible). If no number is sent, the attacker wins by default, if he sent a number.
  • The host will reuse numbers in stacked battles (i.e., Player C vs. (Player A vs. Player B). Players A and B may send in new numbers if they want, but if they're not received when the host runs the stacked battle, their previous number will be used.
  • All actions will be processed in chronological order. For example, let's say Player A attacks Sweden (which belongs to Player B), then Player C posts and also attacks Sweden. The host would process Player A vs. Player B, then Player C vs. whoever won the first battle. If Player C loses all his property before his attack can be processed, then it won't happen, and Player C would be out of the game.
  • When a player is eliminated from the game, the player that dealt the killing blow receives spoils of war (the items and gil in the dead player's possession).
  • Surviving players gain 5 gil at the end of each day.
  • Warlord status: If a player gains 9 adjoining territories, he can demand tribute of 5 gil per day from each player that touches these territories.
  • If you control all 6 bodies of water, you gain 2 extra attacks during the day.
  • Bodies of water do not count towards Warlord status, but they do count towards total number of countries (the ultimate measure of who wins).

Old Rules

  • Victory is achieved by conquering all countries, or whoever has the most territory when the game ends.
  • Players are out of the game if they lose all of their property.
  • FOR THE FIRST DAY ONLY, if players lose all their property, they have until the end of the day to win a country and stay alive (using their 4 turns). AFTER THE FIRST DAY, DEATH IS IMMEDIATE ONCE ALL COUNTRIES ARE LOST.
  • Bluffing/lying is allowed (except if you promise to trade an item or turn). It’s perfectly legal to claim you possess atomic weapons when you really don’t, for example, and you can also say whatever you want via AIM/IRC/PM.
  • Countries may only be traded on a 1-for-1 ratio. In other words, if you give 1 country to your ally, you must receive 1 country from that ally in return (no more, no less).
  • Items may not be traded back to the arms dealer once they have been purchased.
  • Players may choose to throw a battle (defend with 1 for example) if they think it will help their strategy.
  • Players must name a country when they post an attack. Posts such as "I attack whatever country isn't conquered by Player B's attacks" are not allowed.
  • Contingency plans may only be used twice per game. A contingency is something in the format of "I attack Country A and B, then I use my last attacks to conquer A and B again if I fail the first time. If I conquer A and B the first time, then I attack C and D".

Absent Players

Risk is by nature a fast-paced game, so it is necessary to make provisions for players who have to be absent.

  • Players should notify the host before any planned absences.
  • At any time (even if they're not absent), players may use the same set of numbers for all defenses and/or attacks.
  • If a player knows he's going to be absent, he may send his attacks (and numbers) to the moderator preemptively. These attacks will be posted the following day at 9pm (the middle point of the day). PLAYERS MUST BE ABSENT FROM GFF TO USE THIS OPTION. The host will check your profile, and if he sees that the "absent" player has posted on GFF during the period when he said he would be missing, the attacks will not be posted.

Arms Dealer Items

Here are items you could acquire from the arms dealer:

  • Atomic Bomb: Take over at least 1 state, with the possibility of taking up to 3 adjoining states (for a total of 4). 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).
  • Phoenix Shield: Become invulnerable to all attacks during one day, when you PM me to say you’re using it. I won’t publicly announce its use (so people can keep attacking you and wasting their turns). CANNOT BE USED ON THE LAST DAY OF THE GAME.
  • Pirates: Take over one state bordering an ocean/sea (automatic win in battle).
  • Tanks: Take over one state on the map. Automatic win in battle.
  • Missiles: Take over one state no closer than 5 states from you (automatic win in battle).
  • Satellite Defenses: Automatic defense against items.
  • Chemical Weapons: An opponent loses 3 turns for the day.
  • Energy Boost: Gain 2 extra turns for the day.
  • 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. This item's use won't be announced.
  • 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 person per game.
  • Communications Blackout: Every other player loses one turn for the day (unless they’ve already taken all of them).
  • Blitzkrieg: Conquer 2 adjoining territories. Automatic win in battle.
  • Death Ray: Conquer 3 adjoining territories at once. Automatic win in battle.

Alliance items: Items that can only be purchased by an alliance of 2 or more people who pool their gil. For example, two players would purchase an item that conquers 4 territories at once; the players would split the winnings 50/50.

  • Double Team: Conquer any 2 countries and take 2 turns (which you can use yourself) from an opposing player.
  • Shock and Awe: Conquer 6 adjoining territories and make each affected player lose 1 turn (if they have any remaining).