Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Geek Talk & Media
Houserules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="El Mahdi" data-source="post: 4486545" data-attributes="member: 59506"><p><strong>Risk</strong></p><p></p><p><span style="color: white">Nuke Rule.</span></p><p> </p><p><span style="color: white">This rule will probably extend the duration of a game.</span></p><p> </p><p><span style="color: white">In Basic RISK, once someone is able to conquer an entire continent, and secure it by placing the majority of their armies (or all of their armies – except minimum occupying armies) on the territories that make natural strategic chokepoints for the continent, they have a very large advantage for the rest of the game. At that point, it’s just a matter of time until that player, or one of the players who were able to do this, will win.</span></p><p> </p><p> </p><p><u><span style="color: white">The “Nuke” Rule:</span></u></p><p><span style="color: white">In order to extend the duration of the game, and introduce some extra random chance and extra strategic options, use the following rule. This rule eliminates the ability of any one player to put the majority of their armies in one territory, without exposing themselves to the risk of being taken out in one shot. This rule introduces an aspect that requires players to <strong><em><u>not</u></em></strong> put all of their eggs in one basket.</span></p><p> </p><p><span style="color: white">At the beginning of the game (either before country selection or after territory selection – group choice), each player will choose one territory to “target” a nuke at. Each player writes the name of this territory on a small piece of paper (i.e. post-it), without revealing their choice to the other players, and then keeps that paper with any cards they acquire.</span></p><p> </p><p><span style="color: white">At any time during the players turn, that player may “detonate” their nuke. All armies on the targeted territory, regardless of player, are immediately removed from the board. The player who detonated the nuke places 10 of his/her own armies on the targeted territory. If another players armies occupied the territory, the player who detonated the nuke acquires a card at the end of his/her turn, just as if they had conquered a territory through normal attacks.</span></p><p> </p><p><span style="color: white">When a player is defeated, the player who defeats him/her gets that players nuke (if unused) along with that players cards.</span></p><p> </p><p> </p><p> </p><p><span style="color: white">You can give this rule any color or fluff you want. It doesn’t necessarily need to be called a “nuke”. It could also be called “plague”, “natural disaster”, “revolt”, “uprising”, “resistance fighters”, or any other name that works for you and your group.</span></p><p> </p><p><span style="color: white">Some possible strategic uses:</span></p><p><span style="color: white">Target your nuke at a typical strategic chokepoint (i.e. Siam, Indonesia, Brazil, North Africa, Greenland, Iceland, Great Britain, etc). Use it to establish a beachhead, or eliminate another players defensive point to a conquered continent.</span></p><p> </p><p><span style="color: white">Pick a territory that can be used as a last chance location, usually an out of the way territory (i.e. Japan, Madagascar, etc.). If you are getting close to being conquered (almost out of territories/armies), but you survive to get one last turn, set off your nuke for the 10 armies (whether in someone elses country or your own). It may be enough for a second chance.</span></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4486545, member: 59506"] [b]Risk[/b] [COLOR=white]Nuke Rule.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]This rule will probably extend the duration of a game.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]In Basic RISK, once someone is able to conquer an entire continent, and secure it by placing the majority of their armies (or all of their armies – except minimum occupying armies) on the territories that make natural strategic chokepoints for the continent, they have a very large advantage for the rest of the game. At that point, it’s just a matter of time until that player, or one of the players who were able to do this, will win.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white] [/COLOR] [U][COLOR=white]The “Nuke” Rule:[/COLOR][/U] [COLOR=white]In order to extend the duration of the game, and introduce some extra random chance and extra strategic options, use the following rule. This rule eliminates the ability of any one player to put the majority of their armies in one territory, without exposing themselves to the risk of being taken out in one shot. This rule introduces an aspect that requires players to [B][I][U]not[/U][/I][/B] put all of their eggs in one basket.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]At the beginning of the game (either before country selection or after territory selection – group choice), each player will choose one territory to “target” a nuke at. Each player writes the name of this territory on a small piece of paper (i.e. post-it), without revealing their choice to the other players, and then keeps that paper with any cards they acquire.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]At any time during the players turn, that player may “detonate” their nuke. All armies on the targeted territory, regardless of player, are immediately removed from the board. The player who detonated the nuke places 10 of his/her own armies on the targeted territory. If another players armies occupied the territory, the player who detonated the nuke acquires a card at the end of his/her turn, just as if they had conquered a territory through normal attacks.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]When a player is defeated, the player who defeats him/her gets that players nuke (if unused) along with that players cards.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white] [/COLOR] [COLOR=white] [/COLOR] [COLOR=white]You can give this rule any color or fluff you want. It doesn’t necessarily need to be called a “nuke”. It could also be called “plague”, “natural disaster”, “revolt”, “uprising”, “resistance fighters”, or any other name that works for you and your group.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]Some possible strategic uses:[/COLOR] [COLOR=white]Target your nuke at a typical strategic chokepoint (i.e. Siam, Indonesia, Brazil, North Africa, Greenland, Iceland, Great Britain, etc). Use it to establish a beachhead, or eliminate another players defensive point to a conquered continent.[/COLOR] [COLOR=white] [/COLOR] [COLOR=white]Pick a territory that can be used as a last chance location, usually an out of the way territory (i.e. Japan, Madagascar, etc.). If you are getting close to being conquered (almost out of territories/armies), but you survive to get one last turn, set off your nuke for the 10 armies (whether in someone elses country or your own). It may be enough for a second chance.[/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Houserules
Top