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Map Settings: 2015-12-27 20:29:16


DomCobb
Level 46
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What would be the best settings to making a game as close to Risk as possible?
Map Settings: 2015-12-27 20:42:54


Lord of Turnips
Level 60
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Full distribution random 1 army in each territory, receive 3 armies a turn plus an extra army for every 4 territories only cards are reinforcement cards worth 7 armies a turn.

Maybe have no split mode on or local deployments?
Map Settings: 2015-12-27 20:51:30

M. Poireau 
Level 57
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Are those new Risk rules?

When I played (which was a long time ago, mind you), we definitely had progressive Reinforcement card values and manual distribution. Also, since you could keep attacking once you made a successful attack, it was arguably somewhat like multi-attack in action. (Except that you could only make one attack per turn, of course.)

(But no-split and local deployments definitely would not have been relevant.)
Map Settings: 2015-12-27 22:02:54


Lord of Turnips
Level 60
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They aren't in risk just that with them the game feels more like risk.
Map Settings: 2015-12-27 22:19:30

M. Poireau 
Level 57
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Oh, interesting. How so?
Map Settings: 2015-12-27 22:52:14


Lord of Turnips
Level 60
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I think that you should at least either have 100% luck, or have no-split because in risk because of the dice you can't tell if your attack is going to work so you attack with everything. With the cards in risk while they are progressive they reset for that player when they use them, but you can't do that in Warlight so I prefer giving 7 for a card. Also, the version of risk I have allows for multi-transfer but not multi-attack.
Map Settings: 2015-12-27 23:31:37

M. Poireau 
Level 57
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I see. That makes some sense.

I'm not sure I agree on the no-split - after all, if your attack is not going well, you can stop rolling and "quit while you're ahead".

There is a fairly thorough summary of all the rules (and a mention of Warlight) on the Wikipedia page:

https://en.wikipedia.org/wiki/Risk_(game)

It seems that, in the basic version, multi-attacks are definitely possible.

Reinforcement card values increase throughout the game. I never liked this feature (it creates ridiculous back-and-forth tides in the late game), but it's definitely a part of standard Risk play.
Map Settings: 2015-12-27 23:44:02


Fleecemaster 
Level 59
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Here:

https://www.warlight.net/MultiPlayer?TemplateID=679902

Just about as close as you can get in Warlight, obviously the basic mechanics are different, so it's never going to be identical :)
Map Settings: 2016-01-12 22:50:12


DomCobb
Level 46
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Thanks!
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