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Alternative Risk Rules - Archive - WIP

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Jun 30th, 2016
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  1. Truces, Alliances & One-Way-Truce
  2. Should a truce, alliance or one-way-truce be agreed upon by players, none of them players can break it within 2 moves for each of them (excluding the move in which the truce/alliance/one-way-truce is agreed). After this 2 move period, they can betray the deal, but it will be considered unsportsmanly and may result in future difficulty with diplomacy.
  3.  
  4. Truces:
  5. A truce states that 2 or more players will not attack one another while the truce is active.
  6.  
  7. Alliances:
  8. Terms of alliances may vary at the choice of the involved players, the limits are as follows:
  9. 1. A player CAN use their allies provinces as a via point to transport their own troops at the end of their turn.
  10. 2. A player CANNOT offer or accept troops to defend or attack a province in which the troops are not currently situated, regardless of alliances with any of the involved players.
  11. 3. Should 2 players be allied for more than or exactly ####10 turns each, one can agree to act as a vassal to the other, regardless of size or stature.
  12.  
  13. One-Way-Truces:
  14. A one way truce says that a certain number of players cannot attack another number of players - as long as the truce is active - for whatever kind of deal or reason they wish.
  15.  
  16. Vassal
  17. Players may accept vassalisation if they have less than half the provinces that their to-be-overlord currently has. Furthermore, they must have a current army smaller than 2/3 of their to-be-overlord's army. A player or AI can also be forced into a vassal - on the condition that they have less than a quarter the number of provinces of their to-be-overlord - if their to-be-overlord takes the province of theirs with the greatest army prior to the battle.
  18.  
  19. Vassals can move soldiers through their overlord's provinces, they can also station themselves in their overlords provinces, and vice versa. A vassal can give soldiers to their overlord, as long as they are in the other party's province. And vice-versa, obviously. If there are any new provinces they conquer, their overlord can chose whether they gain control of them or if the overlord keeps the province. The overlord can give their vassal a province per turn. Whatever troops the overlord has there will convert to their vassals troops. An overlord also gets - at the beginning of their turn - 25% of what their vassal should get in soldiers were it their turn. The vassal does not lose this 25% though, and still gets 100% when their turn comes. A vassal must follow all their overlord's orders concerning troop movement, attack or defence. An overlord can also "teleport" troops to their vassals territory.
  20.  
  21. A vassal can revolt against their overlord 5 moves after vassalisations, should they fail, they can make a second attempt after 10+ attempts. Then 15, 20, etc; Should a vassal declare a revolt they immediately are put in a pseudo-freeplayer position. If at any point in the pseudo-freeplayer position their average number of troops per province drops below 2, they overlord regains vassalisation over them. If a player is in a pseudo-freeplayer position for more than 5 moves, they are then declared a free player entirely, and no longer are under any vassal-related influence of their former overlord.
  22.  
  23. Attacking
  24. If you own less than or exactly 12 provinces at the beginning of your turn, you can do a total of 2 inward OR outward attacks in the turn.
  25. If you own more between 13 and 22 provinces at the beginning of your turn, you can do a total of 3 inward OR outward attacks in the turn.
  26. If you own more than 22 provinces at the beginning of your turn, you can do a total of 4 inward OR outward attacks in the turn.
  27.  
  28. Cards
  29. ceiling(No. Provinces Taken/3)=Number of Cards Received
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