If you wish to join, just say so! You can join at any time if there are available capitals.
Plus, even if you're not participating, you can still talk about what's going on right now in this game.
P.S. If the game board looks too small, then open the image in a new tab.
It is: MauroVega's Turn!
Turn No.: 24
1. Rey - United Kingdom
2. crono23 - South America
3. MrJJJ - Western Russia
4. Skycave1 - Europe
5. FitchAce - Australia
6. MauroVega - East Asia
7. Pythonjet32 - South Africa
8. Halinder - Middle East
9. Jackserious - Northern Canada
10.
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12.
How To Play
► Show Spoiler
The goal of the game is to conquer all of the other "nations" (colors) and be the last remaining nation. Players can start making movements when we have at least 3 nations(player)!
1. Pick a color and a capital to start in. [Capitals are the puke greenish squares]. Only you can control this nation unless you specifically state that someone else can control that nation. When you choose a capital you get all the territories surrounding it.
2. To take someone else's capital you must own all the territories surrounding it. By owning someone's capital that does NOT mean they are out of the game, they just can't make nukes.
3. Once there are at least 3 nations, we can start playing. Then you can make a move(Please refer to bolded section 'Moves').
1. Pick a color and a capital to start in. [Capitals are the puke greenish squares]. Only you can control this nation unless you specifically state that someone else can control that nation. When you choose a capital you get all the territories surrounding it.
2. To take someone else's capital you must own all the territories surrounding it. By owning someone's capital that does NOT mean they are out of the game, they just can't make nukes.
3. Once there are at least 3 nations, we can start playing. Then you can make a move(Please refer to bolded section 'Moves').
► Show Spoiler
Some rules can be found on the picture of the map but they will be rewritten here.
1. When claiming a nation, state the color and capital you want.
2. When it's your turn, clearly state the move you wish to perform (Please refer to bolded section 'Moves').
3. When seeking an alliance, you must be clear and state the color and shape(pentagon, heart, rectangle, etc. or icon/logos like this: ), who you want in your alliance, and/or any additional terms(e.g. sharing iron). The other player must obviously agree. Colored shapes will appear next to the nations that have an alliance. NO MORE THAN 3 NATIONS PER ALLIANCE!
4. If you give up or surrender, all your territories will remain there but a little flag will come up next to your name. Other nations may take over your nation with normal circumstances.
5. Only 1 player can be crowned winner. If you're in an alliance and you and your friend are the last nations, the alliance is immediately broken and you have to fight each other for total dominance.
6. When it's your turn, you have 24 hours to make your move and you will be PMed by me. If you miss your deadline, it's the next player's turn. If you miss 2 deadlines in a row, you get disqualified.
7. Controlling an entire continent adds +3 terr. to your roll.
1. When claiming a nation, state the color and capital you want.
2. When it's your turn, clearly state the move you wish to perform (Please refer to bolded section 'Moves').
3. When seeking an alliance, you must be clear and state the color and shape(pentagon, heart, rectangle, etc. or icon/logos like this: ), who you want in your alliance, and/or any additional terms(e.g. sharing iron). The other player must obviously agree. Colored shapes will appear next to the nations that have an alliance. NO MORE THAN 3 NATIONS PER ALLIANCE!
4. If you give up or surrender, all your territories will remain there but a little flag will come up next to your name. Other nations may take over your nation with normal circumstances.
5. Only 1 player can be crowned winner. If you're in an alliance and you and your friend are the last nations, the alliance is immediately broken and you have to fight each other for total dominance.
6. When it's your turn, you have 24 hours to make your move and you will be PMed by me. If you miss your deadline, it's the next player's turn. If you miss 2 deadlines in a row, you get disqualified.
7. Controlling an entire continent adds +3 terr. to your roll.
► Show Spoiler
Once you claim a bonus territory its value will be announced! Until then, it's a mystery.
► Show Spoiler
1. Move (Pick a cardinal compass direction: N,S,E,W, NW, NE, SW, SE). If you do not want to choose a cardinal direction, you may provide a screenshot of the territories/deposits you may wish to conquer.
2. Attack (State clearly which terr. you want to take)
3. Control Uranium Deposit (Takes 5 turns)
4. Control Iron Deposit (Takes 2 turns)
5. Build Wall around territories (Must state which terr. to wall) (1 Iron Deposit makes walls around 4 terr.) (Need to control Iron Deposit) (Takes 1 turn)
6. LAUNCH NUKE (You will be asked to confirm by OP) (Uses up nearest uranium deposit under your control) (Nuke takes 1-3 turns based on how far away target is)
7. Forfeit Game! (You will be asked to confirm by OP) (Will cause you to lose game)
8. Trade with *player* (You and the person you are trading to will be asked to confirm) (You may only trade twice per day)
9. Make an Alliance with a player. Clearly state what player. The other player will be asked to confirm or deny. Alliance terms will also be settled then)
If you see any missing moves, let me know.
2. Attack (State clearly which terr. you want to take)
3. Control Uranium Deposit (Takes 5 turns)
4. Control Iron Deposit (Takes 2 turns)
5. Build Wall around territories (Must state which terr. to wall) (1 Iron Deposit makes walls around 4 terr.) (Need to control Iron Deposit) (Takes 1 turn)
6. LAUNCH NUKE (You will be asked to confirm by OP) (Uses up nearest uranium deposit under your control) (Nuke takes 1-3 turns based on how far away target is)
7. Forfeit Game! (You will be asked to confirm by OP) (Will cause you to lose game)
8. Trade with *player* (You and the person you are trading to will be asked to confirm) (You may only trade twice per day)
9. Make an Alliance with a player. Clearly state what player. The other player will be asked to confirm or deny. Alliance terms will also be settled then)
If you see any missing moves, let me know.
► Show Spoiler
It is completely take and take. Unlike RISK: The Board Game, OP will roll a number, divide that number in half and use the rolled number reference key to determine the number of territories that a player can take from another player. The ratio of the player's troops to the opponent's troops will then determine the percentage of the number of territories the player can get.
For example, if the number of territories the player can get is 25 with troops to opponent's troops ratio of 1:2, then it will be calculated like this:
25*(1/2)=12.5, which is rounded to the player obtaining 13 territories from the enemy.
1. The player can only take adjacent opponent territories but not territories from players that said player is allied with.
2. Any territories with walls require the player to have a higher ratio than the opponent. If the player has a lower ratio, then the territories with walls that the player wants will remain standing. However, if, at the end of the takeover, the player's territories surround the walled territory(s), then the player can decide starting from their next turn to take siege of the walled territory(s) along with their normal territory takeover.
For example, if the number of territories the player can get is 25 with troops to opponent's troops ratio of 1:2, then it will be calculated like this:
25*(1/2)=12.5, which is rounded to the player obtaining 13 territories from the enemy.
1. The player can only take adjacent opponent territories but not territories from players that said player is allied with.
2. Any territories with walls require the player to have a higher ratio than the opponent. If the player has a lower ratio, then the territories with walls that the player wants will remain standing. However, if, at the end of the takeover, the player's territories surround the walled territory(s), then the player can decide starting from their next turn to take siege of the walled territory(s) along with their normal territory takeover.
► Show Spoiler
In addition to conquering territories, capturing a whole continent will earn a continent bonus(explained under 'Acquisition of Troops').
Separate entities are part of continents:
Central America - North America
Greenland, Russian Federation(look it up) - Europe
Caribbean Islands - South America
Arabian Peninsula - Asia
Madagascar - Africa
If any other entities are missing, please let me know.
Separate entities are part of continents:
Central America - North America
Greenland, Russian Federation(look it up) - Europe
Caribbean Islands - South America
Arabian Peninsula - Asia
Madagascar - Africa
If any other entities are missing, please let me know.
► Show Spoiler
The number of troops a player may have is based on three things: bonus territory value, number of territories in total, and continental bonus.
To calculate your total number of troops:
1. Add up your total number of territories you own plus any bonus territory value.
2. Divide that number by three and round to the nearest integer*.
3. Add your continental bonus to this number to get your total number of troops.
*If the result is less than three, then round up to three troops.
Continental Bonus
Asia - 7
North America - 5
Europe - 5
Africa - 3
Australia - 2
South America - 2
To calculate your total number of troops:
1. Add up your total number of territories you own plus any bonus territory value.
2. Divide that number by three and round to the nearest integer*.
3. Add your continental bonus to this number to get your total number of troops.
*If the result is less than three, then round up to three troops.
Continental Bonus
Asia - 7
North America - 5
Europe - 5
Africa - 3
Australia - 2
South America - 2
► Show Spoiler
1. To launch a nuclear missile you must own a capital and control a uranium deposit.
2. To control a uranium deposit you must point out which one, and then wait 5 turns.
3. YOU MAY NOT LAUNCH NUCLEAR MISSILES UNTIL THE 15TH TURN. YOU MAY ONLY USE A NUKE ONCE EVERY 10 TURNS
4. ALSO, AFTER USING A NUKE YOU WILL BE REMOVED FROM ALL ALLIANCES, AND DISQUALIFIED FROM BEING IN THEM FOR 5 TURNS
5. To build walls, you must control an Iron Deposit.
6. 1 Iron Deposit makes walls around 4 Terr.
7. WALLS CAN PROTECT TERR. FROM NUKES AND ALSO BLOCKADE ITS AREA OF EFFECT!
8. Members of your alliance may pass through your walls, unless you specify otherwise.
9. Building a wall around a bonus territory adds +1 to its value.
10. A colored star means the nation of that color controls that special territory [e.g. Uranium and Iron Deposits + Capitals].
11. A colored circle means the nation of that color is in-progress to control that special terr. [e.g. Uranium, Iron Deposits, Capitals].
2. To control a uranium deposit you must point out which one, and then wait 5 turns.
3. YOU MAY NOT LAUNCH NUCLEAR MISSILES UNTIL THE 15TH TURN. YOU MAY ONLY USE A NUKE ONCE EVERY 10 TURNS
4. ALSO, AFTER USING A NUKE YOU WILL BE REMOVED FROM ALL ALLIANCES, AND DISQUALIFIED FROM BEING IN THEM FOR 5 TURNS
5. To build walls, you must control an Iron Deposit.
6. 1 Iron Deposit makes walls around 4 Terr.
7. WALLS CAN PROTECT TERR. FROM NUKES AND ALSO BLOCKADE ITS AREA OF EFFECT!
8. Members of your alliance may pass through your walls, unless you specify otherwise.
9. Building a wall around a bonus territory adds +1 to its value.
10. A colored star means the nation of that color controls that special territory [e.g. Uranium and Iron Deposits + Capitals].
11. A colored circle means the nation of that color is in-progress to control that special terr. [e.g. Uranium, Iron Deposits, Capitals].
If you want the original board for this game to make a new game or for future use, please PM me.