Post by Hitotsumami on Feb 14, 2013 22:10:05 GMT -5
Skryim RISK
Terrian Guide:
White Sectors - White Sectors are unclaimed. They can be taken by an expanding roll.
Dark Grey Sectors - Dark Grey Sectors represent mountains. They cannot be passed through.
Light Blue Sectors - Light Blue Sectors represent rivers. They can only be passed through by rolling a 1-3.
How To Play
The objective of the game is to take over every other Capitol on the map.
Before the game begins, every player chooses a Hold and rolls a die to determine the order of play. Highest goes first.
During your turn you have two main options: Moving and Attacking.
To move, you roll a die. You may claim unclaimed bordering sectors equal to the roll number. There are some restrictions on movement. You may not move over mountains. You may move passed rivers if you roll a 1-3.
To Attack, you must have a sector bordering an enemy sector. You announce the attack, then roll dice equal to the sectors you are attacking with.
Defending. After an enemy has announced an attack on you, the first thing you must do on your turn is defend. To defend, you roll a die equal to your opponents -1. For example, if your opponent attacks with 3 sectors, and in turn 3 die, you may only role 2 die. The defender can then allocate their die against the enemies roll. For example, if the enemy rolls 3 die and the rolls are 5,3,1, and you roll for defense and get a 5,6, then you can choose to have the 6 defense go against the 5 attack, and the 5 defense go against both the 3 and 1 (which are added to equal 4) attacks to successfully defend your sector.
If a sector is successfully defended, the board doesn't change. If you cannot defend, then the sector is taken over by the attacking sector and the attacker can take control of other bordering sectors equal to his lowest dice roll from the attack.
Moving and Attacking are done through Leaders. Leaders have unique bonuses called Talents. Leaders are marked on the map with an "L" You may also move or attack with a separate sector, but you must give up moving or attacking with one of your Leaders to do so and you do not get to use any Talents that the Leaders would use.
All Leaders have a base Talent of +1 to all rolls. Additonally, they have special Talents that are chosen from the "Leader Talent List" before the game begins.
Leaders have additional ability separate from talents. They may sacrifice a turn to be able to place a castle on a sector the following turn. A castle gives the sector a +1 to defense. You may not place castles adjacent to other castles. A castle is destroyed when that sector is taken over.
Leaders are killed through two ways. 1. If an enemy sector successfully attacks a sector that has a leader on it. 2. If, while defending, the Leader sector rolls a 1 and the attacker sector rolls a 6.
Ultimate Attacks are a very powerful, special attack that Holds can use. If they want to use their Ultimate Attack, they must use it at the very start of the turn (or after defending if you must defend). Ultimates then cannot be used for a total of 20 turns. After you have used your Ultimate, put a number at the bottom of your post starting at 1. Once you have reached 20, you may then use your Ultimate again.
Using Movement, Attacking, and Defense, along with special abilities picked up through the game and wise use of Ultimate Attacks, a Hold must expand and take over all other Capitols. The game is over once the final capitol is taken, leaving only 1 winner.
List of Holds Abilities and Ultimate Skills:
Haffingar - Top left yellow. No enemy may cross a river that is in this Hold. Ultimate Skill - If you have a sector bordering a river sector, you may choose 3 unclaimed sectors bordering the river and claim it.
The Reach - Far left blue. You may re-roll for moving if you are not happy with the first roll. Ultimate Skill - You may move/attack with up to 5 of your sectors in a single turn.
Hjaalmarch - Top Pink left. If you roll a 6 and have a sector on a shout sector within your Hold, you may choose the shout to use. Ultimate Skill - If your Hold has expanded into another Hold, you may claim 2 unclaimed sectors within the other Holds you've expanded into.
Whiterun - Center light blue. No enemies can use stables located in your Hold. You may also roll twice, and the highest roll is your moving roll. Ultimate Skill - You may select up to 5 unclaimed sectors within your Hold and make them mountain sectors.
Falkreath - Bottom light green. All enemy rolls for movement are cut in half. Ultimate Skill - Place 3 sectors anywhere along the border of any Hold you've expanded into. You may also move one of your Leaders to one of the newly claimed sectors.
The Pale - Top center pink. Only 1 enemy Leader can enter your Hold. Ultimate skill - Any Leader sector in your Hold or Hold you have expanded into is turned into an unclaimed sector and the Leader is respanwed at the capitol during the next turn.
Winterhold - Top right purple. You may pass through any mountains located in your hold. Ultimate Skill - You may pass through any mountain or river unlimited until one of your leaders is killed.
Fastmarch - Far right green. You may pass through any river located in your hold instantly. Ultimate Skill - Any sector bordering any river in any Hold you have expanded to is instantly changed to unclaimed. You choose 1 of those newly unclaimed sectors and replace them with your own.
The Rift - Right bottom blue. You may move/attack with 1 additional sector in your Hold. Ultimate Skill - Move your Leaders to any sector on the map you control.
Special Sectors:
Red Dots (3):
Dwemer Holds - If you control this sector and roll a 3, you may expand your sector to one of the other Dwemer Holds. If there is an enemy already on the Dwemer Sector you want to go to, after you have rolled your 3, you go through the attack phase against that sector. The defender gets -1 to all his dice rolls (ie a roll of 6 becomes 5).
Blue Dot (1):
Throat of the World - To control this sector, you must roll a 6. If you control this sector, you get 1 extra roll for defense against any attack. For example, if an enemy attacks with a 5, and you roll a 2, you may roll again, and if you roll a 3 or higher (2+3=5), you defend the sector. If you control this sector, you may sacrifice one of your captains (they respawn the next turn at your Capitol) and send a Dragon attack. A dragon will cause any sector you choose to instantly be reverted to unclaimed. You also roll a die. Based on the number rolled, you remove any bordering sectors and make them unclaimed as well. If you choose to use a Dragon Attack, the sector "Throat of the World" becomes unclaimed and every sector surrounding it becomes unclaimed. After this ability is used, the Hold which used the ability can no longer take over this sector.
Green Dots (4):
Stables - If you land on this sector, your movement roll is doubled. For example, if you roll a 3, it becomes 6.
Brown Dots (9):
Standing Stones - If you land on a standing stone, you get a random ability with a 1 time use. You cannot re-use a standing stone sector if you lose the sector then reclaim it. It is a 1 time use only. You can gain other standing stone abilities by landing on other standing stone sectors. You may save your Standing Stone ability. If you save your Standing Stone Ability, note it in your first post template. You may only have 2 Standing Stone abilities saved at any one time.
List of Standing Stones:
The Lover Stone - Must roll a 1 to gain ability. Lets you choose an enemy. Their sectors cannot attack you for 3 turns.
The Serpent Stone - Must roll a 2 to gain ability. Choose an enemy. They skip their turn.
The Shadow Stone - Must roll a 3 to gain ability. You may pass through mountains or go through rivers instantly for 1 turn. If you attack during that turn, castles do not have +1 defense against your attack.
The Steed Stone - Must roll a 4 to gain ability. You may instantly place a castle in any sector you control.
The Thief Stone - Must roll a 5 to gain ability. You may take 3 enemy sectors that are bordering 1 of your sectors and turn them into your sector.
The Warrior Stone - Must roll a 6 to gain ability. All rolls for attack for that turn are +1.
Purple Dots (9):
Shouts - If you land on a Shout sector, you gain a shout. You can then roll again anytime in the future if you still control that sector(by sacrificing a turn of one of your Leaders) and if you roll a 6, you may use the same shout again. Shouts may be saved. If you save a shout, note it in your first post template. You may only save up to 2 shouts at any time.
Become Ethereal - You must roll a 1. You may cancel any enemy attacks for 1 turn.
Bend Will - You must roll a 2. One of your opponents gives up their turn. You take their turn and control their sectors in any way. You may not use any abilities or ultimate skills.
Marked for Death - You must roll a 3. Choose an enemy sector. If that sector is taken over by you or anyone else during the next rotation, destroy every other sector bordering the destroyed sector that belongs to the player who's sector was destroyed.
Slow Time - You must roll a 4. Every other player skips their turn.
Unrelenting Force - You must roll a 5. Choose a sector you control. Convert all sectors surrounding it that aren't yours into unclaimed sectors.
Whirlwind Sprint - You must roll a 6. Depending on your roll, you can expand out by 1 sector at a time. For example, if you roll a 3, you may expand to a sector bordering yours. That new sector then expands by 1 bordering it. Finally, that sector expands by 1 bordering it.
Leader Talents
Note: All Leaders have a +1 to all rolls automatically.
You may choose 1 Talent from the list below for your Leaders.
1. After a successful attack with your Leader, and after you have expanded to bordering sectors based on your lowest dice roll, you may take over 1 additional bordering sector.
2. When defending with your Leader, you get an extra dice roll for defense.
3. When expanding with your Leader, you re-roll if you are not happy with the first result.
4. You don't have to wait a turn to build a castle.
5. If your Leader directly kills another Leader, for the next turn all sectors you control get +1 to every roll.
Alliances
Two different Holds can become an Alliance by one way. At least one of their sectors must be bordering the other sector. At that point, they can choose to start an Alliance. The bonus of having an alliance is that while attacking, if both Holds are attacking the same sector, the attack rolls are +1.
The actual contract of the Alliance is determined by the two Holds. They also determine what action breaks the contract. A contract is immediately ended if one Hold attacks the other.
World Events
World Events are very rare things that effect different aspects of the map. World Events occur on two different occasions:
1. Every ten turns a 60 sided die is rolled. Based on the number, one of the World Events listed below occurs.
2. A random Event occurs when a Capitol is taken over.
List of World Events:
1. Earthquake - Roll Required: 1-10. A random mountain sector is removed and replaced with a claimable sector.
2. Drought - Roll Required: 15-30. Five random river sectors are removed and replaced with a claimable sector.
3. Flood - Roll Required: 35-40. Five random sectors bordering a river is replaced with a river sector. A river sector cannot be placed on a Special Sector. A river can be placed on an already claimed sector, and that sector is destroyed.
4. Hurricane - Roll Required: 41-45. 30 random sectors bordering the coast are changed into empty, claimable sectors. Any claimed sectors are destroyed.
5. Dragon Rampage - Roll Required: 50. 1 random Leader from each Hold is killed. The sector that Leader was on is now unclaimable.
6. Political Uproar - Roll Required: 60. Every Hold may relocate their Capitol within their Hold.
New Player Template:
1. Your First Roll (To determine the order of play. Highest number goes first.)
2. Your Hold
3. Your Leaders Talent
4. Other Special Abilities (Update this whenever you get a special ability from an Ultimate Attack, Standing Stone, or shout.