Post by TEAM_DERRICK on May 12, 2011 17:48:50 GMT -5
Okay. A game is played with one Risk board (JUST ONE PER GAME) and one monopoly board per active country.
A country is composed of two or more players attempting to gain control of the nation. This is achieved with the monopoly board. The players can attempt to take control of the country by creating a monopoly IE out competing the other players on their board. However, there's a catch. After you have passed Go, the player has to pay taxes. These taxes will probably be around 10% of your current earnings. These taxes go on to fund the war effort.
The war effort is your nation trying to gain control of the world. During this turn, people of your country try to take over the rest of the world by working together. However, this has to be done democratically. IE player 1 of america must agree with player 2 over what has to be done for this phase. Whether it's invading a neighboring country, or buying troops, you both have to come to a democratic agreement. If no compromise can be made, then you have to skip your conquest turn.
The conquest phase begins after everyone of every country has passed Go on the monopoly board. Monopoly play begins again once the conquest phase has gone through its motions. Please note that the Risk phase goes on in real time and has no sense of "turns". That means that yes, some folks can go three times in a row.
Should a player establish a monopoly (or a revolution), then they have total control over the country. IE they no longer have to pay taxes and their personal money is the nation's money. However, they still have to play the monopoly phase since Go is their primary source of income.
Each individual troop costs $10.
Empire upkeep is $1 per province. This is payed after the conquest phase.
Players must choose an ideology/ corporation/ group type before playing. They are categorized as:
Corporations:
Moxie Joe Steel Company: Collect $5 for every house built on the board. Collect from the players.
Pillman Railway Inc: When you pass go, collect $5 for every railway you own. Also, players can now pay you $2 for transportation on the railway. They must land on a rail-tile and get off at a rail tile.
Standard Oil: Only pay 5% on taxes!
Ford Motor Company: Collect $10 every time someone lands on free parking.
Socialism:
Industrial Workers of the World: When you pass go collect an additional $100 from union dues.
Anarcho-Syndicalism: Collect $3 for every property you own after you pass Go.
Bolshevism: Can attempt to steal 1 property every time you pass Go. To do this, you must first pass Go and then select any one property on the board. Roll 3 die. If they all land on six, then you have successfully converted the workers there to join your side. Should you fail, then you have to pay $20 for property damage. Unowned property can also be stolen and should you fail to steal it, you don't have to pay for damage.
Libertarian Socialism: You can only collect $100 when you pass go. All property can now be bought at half price.
Fascism:
Monarchist: Your nation may draft 2 soldiers per conquest phase for free.
National Socialist: Soldiers only cost $5 for your nation.
Technocrat: You may draft 1 soldier per utility property that you own. (electric, water, railways).
Psychotic Idiot Ball: May roll extra dice by sacrificing 2 soldiers in your attacking force for one dice. Basically High Mortality Blitzing. The other players in your nation have to consent to this action.
Secret Societies:
Free Masons: Houses and hotels can be bought for half price after you have bought at least one house on that property at full price.
Illuminati: You may place houses on any property so long as you have at least 2 of the same color.
Skull and Bones: You can roll two dice to buy a property. You have to call the number exactly. You can only do this once per turn.
The Knights Templar: You pay no taxes. However, you have no say in the conquest phase until you have created a monopoly.
A country is composed of two or more players attempting to gain control of the nation. This is achieved with the monopoly board. The players can attempt to take control of the country by creating a monopoly IE out competing the other players on their board. However, there's a catch. After you have passed Go, the player has to pay taxes. These taxes will probably be around 10% of your current earnings. These taxes go on to fund the war effort.
The war effort is your nation trying to gain control of the world. During this turn, people of your country try to take over the rest of the world by working together. However, this has to be done democratically. IE player 1 of america must agree with player 2 over what has to be done for this phase. Whether it's invading a neighboring country, or buying troops, you both have to come to a democratic agreement. If no compromise can be made, then you have to skip your conquest turn.
The conquest phase begins after everyone of every country has passed Go on the monopoly board. Monopoly play begins again once the conquest phase has gone through its motions. Please note that the Risk phase goes on in real time and has no sense of "turns". That means that yes, some folks can go three times in a row.
Should a player establish a monopoly (or a revolution), then they have total control over the country. IE they no longer have to pay taxes and their personal money is the nation's money. However, they still have to play the monopoly phase since Go is their primary source of income.
Each individual troop costs $10.
Empire upkeep is $1 per province. This is payed after the conquest phase.
Players must choose an ideology/ corporation/ group type before playing. They are categorized as:
Corporations:
Moxie Joe Steel Company: Collect $5 for every house built on the board. Collect from the players.
Pillman Railway Inc: When you pass go, collect $5 for every railway you own. Also, players can now pay you $2 for transportation on the railway. They must land on a rail-tile and get off at a rail tile.
Standard Oil: Only pay 5% on taxes!
Ford Motor Company: Collect $10 every time someone lands on free parking.
Socialism:
Industrial Workers of the World: When you pass go collect an additional $100 from union dues.
Anarcho-Syndicalism: Collect $3 for every property you own after you pass Go.
Bolshevism: Can attempt to steal 1 property every time you pass Go. To do this, you must first pass Go and then select any one property on the board. Roll 3 die. If they all land on six, then you have successfully converted the workers there to join your side. Should you fail, then you have to pay $20 for property damage. Unowned property can also be stolen and should you fail to steal it, you don't have to pay for damage.
Libertarian Socialism: You can only collect $100 when you pass go. All property can now be bought at half price.
Fascism:
Monarchist: Your nation may draft 2 soldiers per conquest phase for free.
National Socialist: Soldiers only cost $5 for your nation.
Technocrat: You may draft 1 soldier per utility property that you own. (electric, water, railways).
Psychotic Idiot Ball: May roll extra dice by sacrificing 2 soldiers in your attacking force for one dice. Basically High Mortality Blitzing. The other players in your nation have to consent to this action.
Secret Societies:
Free Masons: Houses and hotels can be bought for half price after you have bought at least one house on that property at full price.
Illuminati: You may place houses on any property so long as you have at least 2 of the same color.
Skull and Bones: You can roll two dice to buy a property. You have to call the number exactly. You can only do this once per turn.
The Knights Templar: You pay no taxes. However, you have no say in the conquest phase until you have created a monopoly.