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Grisk
Grisk The Git Conquest Game
##Links
- https://en.wikipedia.org/wiki/Risk_(game)
- Game rules
- An Intelligent Artificial Player for the Game of Risk
- For 2 to 6 players (average 4)
Objective
- Conquer whole continents
- Watch your enemies
- Fortify borders
Turns
- Trading in Risk Cards
- Placing new Armies
- Attacking
- Fortifying
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 |
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.
- 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 |
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.
- 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.
-
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.
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