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Reply: Risk: Star Wars Original Trilogy Edition:: Variants:: Re: Ideas to make this feel more like the new Rebellion game?

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by the_stag

I think this really depends on how much effort you are willing to put into this "project". One of the biggest hurdles is that Rebellion is has an asymmetric play style, while Risk is quite the opposite. The other issue is what to do with the Hutts? I guess you just don't play with them.

Some simple idea I came up with on the fly:

Use the ships and dice from Rebellion. Have both space and land theaters. Assign each unit a value that is equal to Risk values.
Troopers/X-wing/Y-Wing/TIE Fighter = 1 troop point
Speeder/AT-ST/Corvette/Assault Carrier = 2 troop points (CRV and AC both carry 4 land units)
AT-AT = 3 troop points
Mon Cal/ISD = 4 troop points (and both carry 6 land units)
The Death Star is used as normal in Risk

At the end of a turn, a player would receive land and space troops. So a minimum of 3 land and 3 space. Either that, or you have to choose whether you want to spend your 3 on land or space, both options have merit.

As for leaders, each team starts with one on each planet they control. Every time you capture a planet, you can either move the leader from the planet you came from, you assign a new leader to the captured planet. Once you run out of leaders, then you have to move them around. End of round fortification rule allows for any/all leaders to move up to 1 planet.

I'm not sure how to implement mission, objective, probe or action cards. Although I'm not sure they're all even possible to be implemented without just playing Rebellion on a different board.

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