Nuclear Risk
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captain_cool
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Nuclear Risk
i play this style sometimes while playing in real life. if the attacker gets all 3 dice the same number, then it is considered a nuclear bomb and leaves the defender with only 1 army. maybe you can implement this into conquerclub.
- wcaclimbing
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ParadiceCity9
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exactly. i guess this idea could work ONLY in situations where the attacker had more armies than the defender...but that's still pretty gay.wcaclimbing wrote:lame.
auto attack would get way too easy.
cause if you are rolling 100vs5000, you will probably have about 100 attack rolls there. And that gives you a really high probability of rolling 3 of the same somewhere in that 100, so you could easily beat the 5000.
- insomniacdude
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- Herakilla
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"haha! my 3 armies rolled three ones and two or your 20 armies rolled two 6s! therefore u lose!"
bah dont do it!
bah dont do it!
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- super Mario 009
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- DiM
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i play this risk variation a lot of times and it is great but i don't play it like captain_cool described it.
i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
an extra option that works with each of the 2 ways above is that when half +1 of the terits on the map are nuked and irradiated(*) armaggeddon comes and every player losses all his troops above 1. so each player remains with 1 army in each terit.
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
it's a very exciting gameplay and it adds a great deal of strategy with the use of the nukes especially in assassin type games.
i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
an extra option that works with each of the 2 ways above is that when half +1 of the terits on the map are nuked and irradiated(*) armaggeddon comes and every player losses all his troops above 1. so each player remains with 1 army in each terit.
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
it's a very exciting gameplay and it adds a great deal of strategy with the use of the nukes especially in assassin type games.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- super Mario 009
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- insomniacdude
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How would the affect continent bonuses? Would the continent then be impossible to hold since you can't hold one of the countries? Or is it basically given that if you hold the other countries in the continent then you hold the irradiated one?DiM wrote:i play this risk variation a lot of times and it is great but i don't play it like captain_cool described it.
i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
an extra option that works with each of the 2 ways above is that when half +1 of the terits on the map are nuked and irradiated(*) armaggeddon comes and every player losses all his troops above 1. so each player remains with 1 army in each terit.
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
it's a very exciting gameplay and it adds a great deal of strategy with the use of the nukes especially in assassin type games.
That's sucks if you're going after Europe and Ukraine is nuked. You'd have to push your defenses all the way out Ural/Afghanistan/Middle East to compensate.
- Aerial Attack
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Nuke means immediate death. Irradiation means half-death. So, in order to hold a continent with an irradiated territory - you would always need to add 1 to that territory (initial 2).insomniacdude wrote:How would the affect continent bonuses? Would the continent then be impossible to hold since you can't hold one of the countries? Or is it basically given that if you hold the other countries in the continent then you hold the irradiated one?DiM wrote: i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
That's sucks if you're going after Europe and Ukraine is nuked. You'd have to push your defenses all the way out Ural/Afghanistan/Middle East to compensate.
First Turn after nuke. You advance 4 men onto the irradiated territory (immediately lose 2).
Next Turn. You gain continent bonus, you lose 1 man in irradiated territory, you move deploy/move 1 man to irradiated territory (back to 2)
Next Turn. You gain continent bonus, you lose 1 man in irradiated territory, you move deploy/move 1 man to irradiated territory (back to 2)
- Herakilla
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this wont do much for maps like world 2.1 so what if it were a set percentage of territoriesColeman wrote:NEW IDEA
Radiated Territories.
Have a game option where 4 territories are randomly radiated and can not be deployed into or passed through. Taking all of a continent minus those territories counts for the continent.
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Maybe. 4 on classic would be... about 10% 10% good?Herakilla wrote:this wont do much for maps like world 2.1 so what if it were a set percentage of territoriesColeman wrote:NEW IDEA
Radiated Territories.
Have a game option where 4 territories are randomly radiated and can not be deployed into or passed through. Taking all of a continent minus those territories counts for the continent.
Warning: You may be reading a really old topic.
- DiM
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an irradiated teritory it's not considered towards any continent. so if indonesia is irradiated one can still hold australia by owning the other 3 terits. if a guy then launches another nuke on indonesia it becomes a valid terit again with 1 neutral and it needs to be taken to hold australia.insomniacdude wrote:How would the affect continent bonuses? Would the continent then be impossible to hold since you can't hold one of the countries? Or is it basically given that if you hold the other countries in the continent then you hold the irradiated one?DiM wrote:i play this risk variation a lot of times and it is great but i don't play it like captain_cool described it.
i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
an extra option that works with each of the 2 ways above is that when half +1 of the terits on the map are nuked and irradiated(*) armaggeddon comes and every player losses all his troops above 1. so each player remains with 1 army in each terit.
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
it's a very exciting gameplay and it adds a great deal of strategy with the use of the nukes especially in assassin type games.
That's sucks if you're going after Europe and Ukraine is nuked. You'd have to push your defenses all the way out Ural/Afghanistan/Middle East to compensate.
as i said it's a pretty exciting game. i've held north america with just 2 terits or europe with 1.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- JesusReigns
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- Herakilla
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i was thinking 10 as well, i would definatly play thisColeman wrote:Maybe. 4 on classic would be... about 10% 10% good?Herakilla wrote:this wont do much for maps like world 2.1 so what if it were a set percentage of territoriesColeman wrote:NEW IDEA
Radiated Territories.
Have a game option where 4 territories are randomly radiated and can not be deployed into or passed through. Taking all of a continent minus those territories counts for the continent.
Come join us in Live Chat!
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soundout9
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I dont like any of these suggestions. But heres one and i doubt it will work but here it goes anyway. I have a risk game installed on my computor and this is one of the game types.
SAME TIME- where everyone fortefies at the same time. then everyone attacks at the same time. This sounds like freestyle but you just input your attacks and once everyone has done that then it actually does the battles. same with fortifications.
SAME TIME- where everyone fortefies at the same time. then everyone attacks at the same time. This sounds like freestyle but you just input your attacks and once everyone has done that then it actually does the battles. same with fortifications.
this idea sound awesome.DiM wrote:an irradiated teritory it's not considered towards any continent. so if indonesia is irradiated one can still hold australia by owning the other 3 terits. if a guy then launches another nuke on indonesia it becomes a valid terit again with 1 neutral and it needs to be taken to hold australia.insomniacdude wrote:How would the affect continent bonuses? Would the continent then be impossible to hold since you can't hold one of the countries? Or is it basically given that if you hold the other countries in the continent then you hold the irradiated one?DiM wrote:i play this risk variation a lot of times and it is great but i don't play it like captain_cool described it.
i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
an extra option that works with each of the 2 ways above is that when half +1 of the terits on the map are nuked and irradiated(*) armaggeddon comes and every player losses all his troops above 1. so each player remains with 1 army in each terit.
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
it's a very exciting gameplay and it adds a great deal of strategy with the use of the nukes especially in assassin type games.
That's sucks if you're going after Europe and Ukraine is nuked. You'd have to push your defenses all the way out Ural/Afghanistan/Middle East to compensate.
as i said it's a pretty exciting game. i've held north america with just 2 terits or europe with 1.
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Re:
I like this description and play better then the main suggestionFircoal wrote:this idea sound awesome.DiM wrote:an irradiated teritory it's not considered towards any continent. so if indonesia is irradiated one can still hold australia by owning the other 3 terits. if a guy then launches another nuke on indonesia it becomes a valid terit again with 1 neutral and it needs to be taken to hold australia.insomniacdude wrote:How would the affect continent bonuses? Would the continent then be impossible to hold since you can't hold one of the countries? Or is it basically given that if you hold the other countries in the continent then you hold the irradiated one?DiM wrote:i play this risk variation a lot of times and it is great but i don't play it like captain_cool described it.
i play it in 2 ways.
1. when a person rolls 3 identical dice a random card is drawn from the pack and that terit is nuked and becomes irradiated(*)
2. each card is a nuke and you can launch your nukes before your turn. (just like trading the cards).
an extra option that works with each of the 2 ways above is that when half +1 of the terits on the map are nuked and irradiated(*) armaggeddon comes and every player losses all his troops above 1. so each player remains with 1 army in each terit.
also an irradiated terit can be turned back to normal if a second nuke is launched on that terit.
(*) when terit is nuked all the armies die and that terit becomes irradiated. meaning that if you want to pass through that terit your armies are halved (rounded down)
for example red has 6 in siam green 10 in indonesia and yellow 1 in new guinea. a nuke falls in indonesia and green loses 10 armies. if red wants to attack yellow he has to pass through the nuke so he has 6 armies, 1 remains in siam and 5 leave. he loses half (2.5) and rounded down it means he reaches new guinea with 2 armies.
it's a very exciting gameplay and it adds a great deal of strategy with the use of the nukes especially in assassin type games.
That's sucks if you're going after Europe and Ukraine is nuked. You'd have to push your defenses all the way out Ural/Afghanistan/Middle East to compensate.
as i said it's a pretty exciting game. i've held north america with just 2 terits or europe with 1.
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Re: Nuclear Risk
well done solo!
you manged to bump a completely dead thread.
problems:
how do people know which terits are radiated?
someone could have a lucky set and could own agentina - then trade in brazil, venezuela, and peru and get the cont bonus couldnt they? or am i miss-understanding something?

