\Introduction/The game is centred around a map of Europe, roughly 1914. Each player is given a country. Each country consists of provinces. Several provinces make up a region.
The Map, shrunk nice and small for you to see it.
A region
A province
It is important to note that while a province can only ever be under the control of one country a region can be divided up between several countries.
\Turns/The game is always a turn based game. Turns go in order of randomness picked randomly at the start. A game cannot begin until at least 4 players are present. Once a game has started, any unused nations shall have their starting armies automatically and randomly placed by the GM. New players may join with any open nation; however, no provisions will be made to "reset their nation" to regain/reposition any armies or provinces that may have been lost while the nation was unclaimed.
A player has a limit of 24 hours to take his turn, although this is only the maximum and players will not usually take that long. During a player's turn, s/he may invade other countries, declare war, make peace, issue ultimatums, sign treaties, and etc...whatever the player so pleases.
\Armies/For the time being, armies will only exist in writing and will be graphically represented by a numerical value on a friggin' huge off-site map; such a numerical value shall be represented in bold type with that nation's color while outside their home and in black/white (whichever is easier to read) while on native soil. IF there is any doubt about an army's color, please contact me, and I'll tell you; I will have every move documented.
The starting troop counts for each country are:
United Kingdom: 40
French Republic: 80
German Empire: 110
Russian Empire: 220
Habsburg Empire: 80
Kingdom of Italy: 40
Kingdom of Spain: 30
Ottoman Empire: 30
Kingdom of Sweden: 10
Kingdom of Norway: 10
Kingdom of Denmark: 5
Kingdom of Greece: 10
Kingdom of Serbia: 15
Principality of Montenegro: 5
Kingdom of Bulgaria: 15
Kingdom of Romania: 10
Kingdom of Portugal: 10
The Kingdom of Holland: 15
Kingdom of Belgium: 10
Swiss Republic: 5
Albanian Republic: 5
Armies have a range of TWO provinces when they are attacking and THREE provinces when retreating (you may choose to retreat any number of available armies in a province when enemies armies invade). Moving troops when not under attack in the home country gives them a range of THREE provinces.
Attacking/DefendingWhen attacking or defending, every unit that comes within contact with another will be involved in the fight. As of this moment, I shall be using a very complicated and ancient technique known as "eenie, meenie, minie, moe" to determine the winner, until I can take the time to sit down and hammer out a computational system. No worries...I will have this computational system resolved before we start...
\Income/Obviously there are a finite anount of troops available, as such every turn countries will get income. Countries will get 1 extra troop (army, division, etc.) income for every three provinces they own. Countries can also get income if they own an entire region. The income from these regions vary. As such, here is the income list for regions:
Scotland: 4
Ireland: 3
Northern England : 4
The Midlands : 6
Southern England and Wales: 10
Brittany and Normandy: 4
Aquitannia: 3
Provence: 3
Alsace-Lorraine: 5
Ille de France: 6
Le Nord-l'est- 4
Belgium: 4
The Netherlands: 6
Nordrehein Westfalen: 6
Denmark: 4
Bavaria: 6
Silesia: 4
Central Germany: 6
Prussia: 8
Norway: 3
Sweden: 4
Poland: 6
Ostland: 4
Finland: 2
Novgorod: 4
Muscovy: 6
Belarus: 4
Ukraine: 4
Austria and Bohemia: 8
Hungary: 8
Slovakia and West Romania: 6
Crimea: 3
Caucasia: 2
Northern Romania: 2
Southern Romania: 3
Bulgaria: 5
Serbia and Albania: 2
Bosnia-Herzegovina: 3
Northern Greece: 2
Attic Greece: 4
Southern Greece: 2
Aegean Turkey: 3
Phrygia: 2
Trebizond: 2
Cilicia: 2
The Levant: 3
Algeria: 3
Morroco: 2
Castille: 4
Catalonia: 4
Leon and Navarre: 3
Portugal: 4
Sardinia: 2
The Two Siciles: 4
Latium: 6
Piedmont: 6
Tyrolia: 4
Switzerland: 4
(Note: Don't worry...once the region list is finalized, I will make a map detailing them all, for ease of reference. I can also assure you that the list will be much shorter than this.)
Incomes are acquired each turn. At the end of the turn income, is added up and units are awarded. To position new units post in the game forum; this can be done at any time
before you take action for your turn. This does not count as your turn, but once posted you cannot change it.
\Rules and Management/
1: All moves must be made publically in the Risk thread. If you are going to be away for a few days and would miss the whole turn, I will allow you to send it to me in advance, and I will post it publically... or you can delegate your move to an ally.
2: Once I read any move, it becomes official. That means you can edit your turn if you get in quickly, because I don't see how that could be disallowed without starting arguments.
3: The deployment round lasts a minimum of 24 hours, and during that all you can do is place armies.
4: The movement round lasts a minimum of 48 hours, and during that you can move armies, and attack enemy provinces. Possible moves are: 3 provinces through your own territory; 2 provinces through enemy territory (taking the provinces); 2 provinces through alied territory (friendly); 1 or 2 provinces of your own territory and 1 into enemy or allied territory.
(Clarification): For movement purposes, enemy territory is still enemy territory during a player's whole move. This removes an exploit where you could "double attack" and move 3 provinces into enemy territory. For anyone moving after you, it will count as your province.
5: Provinces can only change hands when an army moves into them. To take an ally's province, just state that you are taking it when you move there.
6: You may permanently give armies to your allies. This will not move the army, just change ownership (I don't know if anyone will want to, but this could be used to make deals with your allies over land). The army in question must be on the territory of the receiver to be exchanged.
7: If all of a player's land is taken but they still have an army on allied territory, they may still move the army and conquer provinces. Think "foreign legion."
8: The only sea movement is across the white lines, and I have added a few to the map.
9: Alliances are informal; there will be no rules covering your relations with other players. Technically, you could move through enemy territory without conquering it, but why would you want to?
10: If there is doubt about the legality of a move, it wont be allowed, plain and simple. This is meant to be a fun little deterent; if we're going to fight, then we simply won't be playing.
Here are some other simple rules:
1)Once a country has lost all it’s provinces and troops it is out for good. It may still play on if it has troops, which have been invited into another player’s country.
2)The map will be updated at a minimum of every turn.
3)Players can make any treaty they like with others as long as it does not break the rules here.
There, finished. This is mostly a rip, and I realised that some places contradict others...this is because I'm not done deciding whether turns should be taken one at a time and make this fair and slow, or all at once and make this interesting and fast.