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Alex Petrosh edited this page Nov 15, 2016 · 20 revisions

Table of Contents

Grisk The Git Conquest Game

##Links

Game

  • For 2 to 6 players (average 4)

Objective

  1. Conquer whole continents
  2. Watch your enemies
  3. Fortify borders

Turns

  1. Trading in Risk Cards
  2. Placing new Armies
  3. Attacking
  4. Fortifying

Units

Start

Players Units Territories Unit per territory
3 35 14 7/3 + 7/2
4 30 2/10 + 2/11 3
5 25 3/8 + 2/9 7/3 + 1/4
6 20 7 6/3 + 1/2

Reinforce

Territory Reinforcements = max((Occupied Territories / 3), 3)

Count the number of territories you currently occupy, then divide the total by three (ignore any fraction).
You will always receive at least 3 armies on a turn.

Territories Units
1-11 3
12-14 4
15-17 5

Attack

Attacking Armies ∈ [1, min(Armies in Attacking Territory − 1, 3)]

At least 1 Units at garrison

  • You must have at least one more army in your territory than the number of dice you roll.

The defender will roll either 1 or 2 white dice

  • To roll 2 dice, he or she must have at least 2 armies on the territory under attack.
  • The attacker can never lose more than 2 armies on a single roll.

Player elimination

  • If a player is eliminated, the attacker take player's Cards.

Map

  • 6 continents divided into 42 territories.
  • Each continent is a different color and contains from 4 to 12 territories.

The board can be simplified by turning it into a graph where the territories are the nodes and the lines between nodes are the potential paths that can be taken from territory to territory.

Procedural

Continents

Continent Territories Bonus Armies Territory borders Bonus armies per border territory Bonus armies per territory
Asia 12 7 5 1.4 0.6
North America 9 5 3 1.7 0.5
Europe 7 5 4 1.25 0.7
Africa 6 3 3 1 0.5
Australia 4 2 1 2 0.5
South America 4 2 2 1 0.5

Cards

Deck

  • 42 marked with a territory and a picture of Infantry, Cavalry, or Artillery
  • 2 “wild” cards marked with all three pictures
  • 12 Secret Mission cards used only in Secret Mission Risk

Trades (at the beginning of your turn)

Cards collected Probability of trade Outcome
3 42.28% trade or wait
4 81.70% trade or wait
5+ 100% trade one and may trade a second

Armies

  • By symbol
Symbol 1 Symbol 2 Symbol 3 Army Bonus
Infantry Infantry Infantry 4
Cavalry Cavalry Cavalry 6
Artillery Artillery Artillery 8
Infantry Cavalry Artillery 10
  • By set traded
Set traded in by anyone Armies
1 4
2 6
3 8
4 10
5 12
6 15
7+ +5

2 Extra if any territory owned

  • If any of the 3 cards you trade in shows the picture of a territory you occupy: receive 2 extra armies and place both onto that particular territory.

Receive no more than 2 Extra

  • You may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in.

Fortifying

  • At the end of your turn move as many armies as you’d like from (only) one of your territories into (only) oneof your adjacent territories.

Variations

  • Barbarians players NPC

    • Territory with 3 units
    • Every turn start with 3 units
  • Capital Grisk
    FOR A SHORTER “WORLD DOMINATION” GAME

    • Capture all opposing Headquarters
    • Capture any 2 opposing Headquarters (with 4 players) own.
    • To capture all opposing Headquarters-while still controlling your own.
    • If at any point your Headquarters is captured by an opponent give your card to that opponent.
Classics
Sports
  • GFL
    GIT Football League
War
  • CFU
    Cybernetic Offensive Unit
  • GSV
    General System Vehicle
  • GGQ
    GitHub Galaxy Quest
  • Grisk
Lore
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