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The rules, and variations

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The rules of RISK Simon Forey – PowerPoint PPT presentation

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Title: The rules, and variations


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The rules, and variations
  • There are many variations on the RISK game
  • Yours will be compliant to the official 1993
    Parker brother rules.

3
Risk The board
Countries
Sea lanes
4
The continents
North America
Europe
Asia
Africa
South America
Australia
5
Object of the game
To conquer the world by occupying every
territory on the board, thus eliminating all your
opponents
6
Game Setup 1
  • Number of players agreed. This determines the
    number of starting armies the players have
  • A player is randomly selected as the starting
    player
  • Starting with that player, and moving round each
    player places 1 army on an empty territory.
  • This continues until all the territories have
    been taken

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Game setup 2
Player 1
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Player 2
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Player 3
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Player 4
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Game setup 3
Player 1
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Player 2
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Player 3
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Player 4
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Complete setup
Player 1
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Player 2
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Player 3
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Player 4
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A Player turn
  • A player turn has 3 parts
  • Get and place new armies
  • Attack territories
  • Fortify your position

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Getting and placing new armies
  • You get
  • 1 army per 3 territories you own (round down)
  • Armies equal to the value of the continents you
    control.
  • Armies gained from trading in Risk cards
  • Minimum of 3 armies
  • Armies can be placed in any territories that you
    own

12
Attacking Territories
  • You can perform as many attacks as you wish
    during your turn.
  • You can only attack adjacent territories, sea
    lanes make territories adjacent
  • You must have at least 2 armies in the territory
    from which you are attacking.
  • An attack can only be performed from a single
    territory at a time.

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Example of an attack
  • Select a territory to attack from
  • And the target
  • The yellow player decides to attack the red
    player to the left to take more of Europe

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Resolve attack
  • Players decide how many dice to use
  • Attack can use up to 3 dice, but must have at
    least one more army in territory than the number
    of dice they use.
  • Defender uses up to 2 dice, cannot use more dice
    than they have armies
  • The more dice used the greater the chance of
    winning, but the more armies you can potentially
    lose
  • Both player roll their dice

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Deciding the battle
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Example of attack, continuation
Yellow player
Red player
Roll 1
10 armies , rolls 3 dice Rolls 4,3,1
4 armies , rolls 2 dice Rolls 4, 2
Roll 2
3 armies , rolls 2 dice Rolls 5, 4
9 armies , rolls 3 dice Rolls 6, 5, 2
Roll 3
1 armies , rolls 1 dice Rolls 6
9 armies , rolls 3 dice Rolls 6, 4, 2
Roll 4
1 armies , rolls 1 dice Rolls 3
8 armies , rolls 3 dice Rolls 4, 2, 2
Yellow wins, with 8 armies remaining
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Capturing territories
  • The attack must cease the attack if they have
    just 1 army left
  • The attacker can retreat after any set of dice
    have been rolled.
  • During the game, every territory must always be
    occupied by at least 1 army.
  • If all the defending forces are destroyed then
    the attacker MUST occupy the territory with at
    least as many armies as they rolled dice in your
    last battle. Leaving at least 1 behind in the
    territory they attacked from.

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Example of capture
  • Yellow moves a minimum of 3, maximum of 7 of
    their remaining armies into the territory
  • Yellow can then attack from this new country, or
    anther that they own

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Ending the attack phase
  • A players attack phase ends once they do not wish
    to attack any other territories.
  • If they have captured 1 or more territories then
    they get 1 RISK card.

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Fortifying your position
  • At the end of your go you can move as many armies
    as you like from ONE of your territories into an
    ADJACENT territory that you own.
  • You may do this just ONCE
  • Then your go ends, and its the next players
    turn.

21
Winning
You win when you own all the territories, and
your opponents have been eliminated This is
called the world domination victory, and is the
default
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RISK Cards
  • You get between 0-1 risk card per turn.
  • Cards are traded to get extra armies at the
    beginning of your go
  • cards are traded in as sets if 3.
  • A set consists of all of one type, or 1 of each
    type

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RISK Cards
  • The sets return varying numbers of armies,
    depending on how many sets have been traded in
    before
  • First set 4 armies
  • Second set 6 armies
  • Third set 8 armies
  • Fourth set 10 armies
  • Fifth set 12 armies
  • Sixth set 15 armies
  • Every set after is worth an extra 5 armies

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Application Programmer Interface (API)
  • API contains the model and the application logic
  • The GUI simply allows the user to manipulate and
    understand the underlying model.

API
GUI
  • The GUI knows about the API, the API does NOT
    know about the GUI

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Text based console version (Week 13)
Just a basic graphic (jpg) NOTHING MORE
API
Commands parsed and interpreted from the command
line interface, then passed to API
Command line interface
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Graphical version (week 23)
Commands passed from the GUI to the API
API
GUI
API notifies interested listeners when the model
has been changed
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How graphical does it have to be?
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AI (Artificial Intelligence)
  • You will need to implement computer controlled
    players in your RISK game.
  • How do you go about this?
  • go to Google and type in Risk board game
    strategy
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