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Reply: Risk 2210 A.D.:: Variants:: Re: House Rules

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by MrMan2k3

Here are some of the house rules of my friend who taught me the game (though I don't currently use them):

1) After winning battles in three contested territories on a turn, you may take a free Land Command Card. Not any Command Card you have a commander for like the rules state, but only Land. Needless to say, the Land Command Card deck always ran out early. If I recall correctly, the bonus energy from taking these territories was also omitted.

2) For the Land Command Card "Scout Forces", the land territory card drawn is public knowledge and stays face up in front of the player who drew it.

3) When attacking, you can always roll dice equal to the number of troops in the attacking territory (up to three dice). Hence you can roll two dice even if only two troops are left, and one of them will still stay behind in the attacking territory if the battle is won.

4) You get a single major redo per game. ("Major" screw-ups include forgetting to buy something before starting your attack, etc.) Majority vote by the other players determines whether a particular mistake can be reversed as this redo. Minor redoes may be allowed, depending on the mood of the game's owner that night.

5) All truces are void at Year 5. (I'm not sure if this was an "official" house rule, but I can't remember any truces that didn't have the stipulation of "until Year 5.")

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