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Nuclear RISK

Nuclear RISK Rules



Introduction


Nuclear RISK™ is a supplement for the Parker Brothers game RISK™.  For the most part, the game is played in the same way, with added modifications.


Conventional RISK™ is played for the first five game rounds.  During the fifth game round, each player may purchase nuclear sites/weapons having various abilities, for the cost (in armies) listed on the NUKE Chart, at the beginning and/or end of his turn (NOT during conventional invasion phase).


Armies awarded at the beginning of turn may be used for site/weapon purchases placed on any of his territories.  Armies already on the board can only be liquidated for weapons placed on the territory in which they reside.


Starting with game round six, there will be a Nuclear Phase each beginning each game round.  As listed on the NUKE Chart, nuclear phase is a sequence of nine pulses having associated events (events not being performed are skipped).


With the exception of nuclear rules, the game proceeds according to all the normal RISK™ rules.  The only major recommended modifications are:


1. fortification chaining - during end of turn movement, each army can move one territory, thus allowing a player to chain armies from one point to another; each army may move one territory during end of turn movement;

2. randomize half of the initial starting territories, players choose the rest by turn;

3. defender MUST choose the number of dice to roll before the attacker rolls his dice;

4. no armies collected on players' first turn;

5. card set turn-in options:

 a) LOTR Risk™ style - more random / longer game (3 Infantry = 4 Armies; 3 Calvary = 6 Armies; 3 Artillery = 8 Armies; 1 of each = 10 Armies)

 b) individual escalation style - longer game (players keep track of turn-ins individually)

 c) mass escalation style - shorter game (standard RISK™)



Sites Under Attack


Each Nuclear Site requires at least one army to defend it; a territory cannot be controlled by sites alone.  When all other defending armies are defeated, the attacker may then attempt to take control of each site in that territory - one at a time.  The attacker must say how many armies he is attacking with, for the defender can attempt to launch any loaded offensive missiles or current orbitals.


The army inside the defending site rolls 2 dice and discards the lower die roll.  If the site loses, the defender can attempt to launch any missiles currently residing within that site during the attacker's game turn, and/or target orbitals.  This is the only time in which a player can nuke another player outside of nuclear phase.


Sites Under Attack offensive targeting is as follows: (1) = failed attempt; (2-4) = misfire; (5-6) = targeted - RADS are deployed immediately, thus warranting immediate survival rolls for all armies/sites in the targeted territory.  NUKES during conventional turns only occurs when the site is being attacked and loses.  The defender may also choose to prevent an opponent from gaining control of their site by attempting to destroy his site when his defending armies have been defeated: (1–2) = failed (destroying one's own site is automatic during a player's turn).



Radiated Territories


When anyone enters a RADiated territory, he must ROLL for immediate SURVIVAL (see NUKE Chart); survivors advancing an attack may then continue; unoccupied sites may be occupied.  Nuclear Sites are considered fallout shelters; the army inside which survived the blast, need not roll survival.  If a player turns in cards and he owns a RADiated respective territory, the bonus armies must roll SURVIVAL.  No resource card received for entering a radiated OR evacuated territory.



Evacuation & Evacuated Territories


Evacuation of a territory is allowable only when there are RADS in the territory.  The player may evacuate while attacking, or at the end of turn fortification movement.  An evacuated territory is like a buffer zone (when anyone enters an evacuated territory, he must stop any invasion advance).



Orbitals


Missiles may be launched to orbit the earth (roll for orbit launch; 1 = misfire), and controlled by any Silo / MUNS Site.  During Nuclear Pulse 6, the controlling player may assign the orbital to target, or program /  re-program it's destined time and place of impact (roll for targeting).  Programming an orbital involves the recording of where and when the missile will target, and if successful, will do just that - even if the player's last site is destroyed.  If a player has no Silos / MUNS left in the game, any orbitals misfires (see NUKE Chart).



Layaway Plan


If a player cannot afford a nuclear weapon in one turn, he may put armies aside in order to build the weapon of his choice.  He records his layaway of (X) armies during pulse (3), and announces this during pulse (5), and records all data about the site.  If the armies are taken off the board to build the site, it must be built on that territory (except satellites).  If the territory is taken over during the construction of the site, the enemy gets the site under development and becomes his layaway.  If the territory is nuked, the layaway site must roll for blast SURVIVAL (see NUKE Chart).



Nuclear Wipe Out


Annihilating someone totally by nuclear blasts destroys his resources as well, thus the conqueror does not get his cards.



End of Game


The “winner” must roll 12 on 2d6 or the world melts down - after all no one wins at nuclear war!  8-)



Optional rules:


Fanatic Rebel Revolts -  When a player becomes locked into a territory due to radiation and has no way to invade conventionally, he can cause a revolt of sympathizers in someone else’s territory if he holds that card.  On his turn, he may invade into a territory with newly aquired armies.  Trapped armies remain trapped.


©2009 ∞ infinity games

Ċ
bernard b carman,
Jul 28, 2009, 12:28 AM
Ċ
bernard b carman,
Jul 28, 2009, 12:28 AM
ċ
NuclearRISKRules.rtf
(6k)
bernard b carman,
Jul 29, 2009, 10:35 PM
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