Below are the general rules and guidelines listed for players & staff to help us maintain and improve our community.
The rules listed apply generally to all games, but Customs, Astra, and Private Roleplay contain extra pages detailing their specific guidelines.
Please read those as well.
Respect other players. This means no trolling, toxicity or grief.
Making false claims/accusations/reporting, as well as threatening staff, is prohibited.
Spamming cities/forts/roads/textboxes is prohibited;
Lore walls on the map are prohibited - the history tab must be used;
Lore can only be approved in-game by staff and only for the current server. If a staff member asks for your country's lore, you are required to provide it in a reasonable manner.
The use of "lore documents" is forbidden. The lore for a nation must be easily accessible and readable in-game.
Neon, including bright colors, are prohibited.
There is a textbox limit of four for nation information. Use the Country UI instead;
Whoever uses the Country UI to claim a nation first rightfully owns the nation;
Avatars that disrupt gameplay or violate Roblox TOS are prohibited.
Server owners can guide the roleplay into whichever direction they wish as long as they don't violate the rules. They are only surpassed in authority by staff, who can overrule the server owners if there is due cause (e.g. rule breaking, roleplay ruining events).
Playing as a virus, animal, or other non-human or non-corporate entity is forbidden.
Paths on the sea for maritime borders or trade routes are forbidden unless they are important for a RP like Exclusive Economic Zones disputes or active conflict zones; they are also allowed for infographic charts.
Super Announcements are to only be made to announce major events in roleplay, and must be used sparingly. Game Staff making super announcements for others is forbidden.
Non-staff are forbidden from enforcing the rules of the game on other players, also known as mini-modding.
This does not include votekicking for grief.
Exception to this rule is to legacy ranks (Retired Staff, Respected Peers) if there are no active staff in the server.
The outlined colors are defined as Neon Colors
An example of Grief
The following are not considered as enforced regulations but rather as previously unwritten guidelines that the community has adopted over a period of time. Follow them at your own discretion.
A new server requires the presence of at least 5 players before an era vote can be held.
Any actions that are not roleplayed are considered to have happened historically.
When an incorrect bonus is used on a roll, the result must be added/subtracted based on the correct bonus.
When the result of a roll is a stalemate, both players must consent to a re-roll before it is launched. Else, it would become the defending players turn.
All forms of nuclear weapons are forbidden in Post Apocalypse. Missile technology is still plausible but heavily resource-dependent and based on nation lore.
For the first 45 years of the roleplay, the formation of regional hegemonic nations similar or equal to the "United States States of America", “Australia”, “China”, “India”, or "Russia" is forbidden. Exceptions may apply at the discretion of game staff.
The amount of population lost for every nation is 90-95%. This is flexible and can be altered depending on geographic and demographic factors that are justified with lore, such as South America or Oceania losing significantly less of its population.
Refer to the infographics within the Post Apoc map for any other rules regarding populations, lore, or rebellions.
Technology is from the year 2023 BUT "whatever works". Most modern equipment is rotting away or unusable; nobody knows how they work. There is no way to mass produce anymore. Weaponry is ½ melee, ¼ ranged, ¼ modern guns.
All forms of overseas colonization, including trade companies are forbidden within the first 100 years of roleplay. Exceptions apply within regional bodies of water.
Larger nations or regional hegemonic nations must be visibly decentralized.
Wastelands can only be fully reclaimed after 2275. Settling or "claiming" of a wasteland can occur beforehand, however it must be visibly known that the region is a wasteland.
Refer to the infographics within the Post Apoc map for any other rules regarding populations, lore, or rebellions.
While the Customs game may exist, any player may create their own public server to host a customs era. Further details of "public customs" is detailed below:
EXP+ may initiate votes at the start of the era to determine whether the server is going to be normal customs, ahistorical or fantasy if it isn't already determined:
Normal Customs - The type of customs mostly played in Forced Customs, and in some public customs servers, the traditional customs experience.
Ahistorical - Mostly based on alternate history scenarios, resemblances to real life nations will be allowed.
Fantasy - Fantasy elements will be allowed, for example, the existence of fantasy races, magic systems, and so on.
Names based on and or related to relevant geographical features are allowed (for example, Kingdom of the Alps)
You cannot start as a hegemony (nation of excessive size). Hegemonies are subject to the same rules as in Forced Customs which can be found here at chapter 2
Below are rules, guidelines, and definitions for common colloquial terms used within the RISK community by players to communicate and by staff members to moderate the game more effectively.
Please acquaint yourself with these terms, because you will hear them often.
Fail Roleplay is an intentional lack of roleplay or roleplaying in an unrealistic way and is prohibited in all forms. Fail roleplay can be defined as, but is not limited to the following:
Powerplay is where Player A does not give Player B the opportunity to roleplay his or her actions.
God-modding is using roleplay to make oneself invincible or overpowered and overstepping the limitations of realistic roleplay.
Teleporting is when a user moves their units across vast distances that are unrealistic. Or it is when a player moves their units without roleplay.
Stalling is when a player purposefully dodges their obligation to roleplay for any reason.
Metagaming is when the player roleplays an action according to information that their character couldn’t be aware of.
Nation ruining is when the player acts in a way to purposely destroy a country.
An example of unacceptable roleplay
Realism is an important aspect of roleplay. Realistic roleplay is that which pertains to history and is congruent with real-life international relations, economics, politics, demographics, climate, etc. All roleplay is expected to be realistic, but realism does not have to mimic history.
While Risk Universalis emphasizes history in its gameplay, this does not mean at all that roleplay has to accurately follow the historical timeline. Players are free to change the course of time in their roleplay. However, alternate history does not mean that players can neglect realism and purposely metagame to avoid events.
WMDs are allowed for use in roleplay in realistic scenarios. Players however, may not use WMDs in a manner that would '''end the world'', or the server.
Voiding is an action Risk staff can take in response to roleplay actions reasonably regarded as ‘implausible’. This contains, but is not limited to, breaches of points I and II of the Roleplay Guidelines.
Constructive voiding should be the first course of action taken by Risk staff. It is when an admin sees a player's roleplay isn't fully plausible and helps the player. Staff members could do the following:
Ask them what they're trying to achieve - what the plan is - and give suggestions for more plausible ways to achieve it. The player then has the choice to void their own actions and follow the new plan or come up with their own plan;
Point out why the roleplay is implausible, and suggest what would happen if their leader did try to do this: a coup? blocked by their advisors or the judiciary? Does the plan backfire? The player could then roleplay the consequences of their plans going wrong, with the admin's oversight;
The most important thing is: they must help the player come up with an alternative to the action the admin isn't permitting.
Destructive voiding is only to be the last resort by Risk staff. It is when a situation is restored to the historical status quo. There are two types of Destructive Void:
a ‘hard void’ is the erasure of past events in the server history, and the replacement of them with an assumption of the historical status quo. This is the most disruptive, and should only be necessary for response to Fail Roleplay (I), where constructive voiding has failed;
a ‘soft void’ is the use of roleplay events to restore a part of the server to the historical status quo. This is still very disruptive to a player’s game, and should only be necessary in response to poor Realism (II), where constructive voiding has failed.
Is the act of reversing one’s own roleplay. Players are prohibited from reversing roleplay that ended up backfiring. Self-voiding has to be the result of a genuine mistake.
When participants face a void, they have a right to a constructive dialogue with the member of Risk staff, in order to figure out a Constructive Void acceptable to both parties. If a member of Risk staff uses a Destructive Void without attempting a dialogue, that member should be reported to a higher ranking member.
Nations and their leaders are the main aspect of Risk and managing your nation and all the roleplay involved is vital to a great server.
Is intentionally sabotaging your nation/host nation through roleplay or other means.
Nation owners have various rights as the owner including:
Removing generals/helpers at any time;
Nation owners do not have to allow other nations/players paths, cities, forts, or text boxes in their nation. Exception with this is during an invasion/conflict;
All countries must be painted in a color that is traditionally used to represent the country in question or they must use a color that can be otherwise justified for use. A change in color can only occur should there be a significant change made to the country in question, whether it'd be a form of government, politics, religion, or otherwise;
For all historical era roleplays, players of a country will be allowed to make alternate history lore up to 20 years before the start of the session. These lore changes may only be differences in internal events that do not affect neighboring countries unless you were willing to coordinate lore changes with the affected player(s) - lore changes against NPCs are banned. Lore changes cannot be made once the session has started. In case of any disagreements, it is up to a Trial Moderator+ discretion whether the lore is deemed to be realistic or not and to apply appropriate changes to it if necessary;
You may use differences of color to denote subdivisions so long as their political status is clear (e.g. pink Congress Poland, but recognisably a vassal under Russia). Painting your country using multiple colors, e.g. as a 'flag map', is prohibited;
You may paint an emblem contained within your country's borders, so long as there is at least a stud of continuous solid color (your nation's color) on all your borders.
Nation owners may not play as more than one nation at a time. The only exception to this is if a player is temporarily stepping in for another country.
When roleplaying a battle, instead of determining the results of engagement through roleplay, players may want to use an in-game tool known as “dice.” The dice tool randomly generates a number out of 20. When using dice to determine the results of a battle, players typically roll to see who has a higher number. It is mandatory to dice against NPCs
Keep in mind that the usage of dice should not replace basic roleplay. Merely replacing all roleplay with dice commands is fail roleplay.
A single dice roll cannot determine the fall of a major city, a fortification, or the collapse of an entire front. Major cities and strategic fortifications require multiple engagements in order to capture and considerable roleplay unless the defendant surrenders.
The usage and effects of the dice tool are entirely up to the players involved in a military roleplay and are subject to interpretation depending on the situation. In order to use pure roleplay, all players roleplaying a battle must agree; otherwise, the battle will be determined by the dice tool.
The dice tool is turn based; however, certain exemptions are up to staff discretion.
It is mandatory to dice against NPCs
It is forbidden to play as a NPC to benefit your original nation.
NPCs automatically decline all requests made by players unless it is a historical event or a staff member has set the threshold.
Before dice are used to determine the results of a battle, both combatants must agree on the odds of victory. These odds are influenced by bonuses to the dice roll, which are values added to the result of the initial roll depending on variables that yield an advantage to a player. Bonus values are entirely situational and depend on established roleplay. Examples include logistics, terrain, numerical superiority, technological superiority, morale, projectile support, leadership, defense, etc.
For a list of bonuses, check here!
The effects of a bonus are entirely up to the players; however, the bonuses are situational and may have different weight, importance, or precedence over enemy bonuses in certain scenarios. If a bonus value can not be agreed upon by the two combatants, the values will be determined by a staff member. The maximum general bonus that can be given to players is +5. Any bonus that exceeds 5 in value, without Senior Moderator+ approval or stated in the Bonus Array, is to remain +5. Any +6 or higher bonus may not be given out without approval from a Senior Moderator+.
Bonuses from strategic advantages, such as out-maneuvering and neutralizing larger threats, are acceptable when roleplayed. Usually, this is represented by operations and maneuvers roleplayed before the rolling of the dice.
Victories against all odds and victories from pure luck are not allowed. Risk is a game of roleplay, not chance. It is of best interest to minimize the probability of lucky rolls with bonuses.
Bonuses for leadership also exist. Depending on the real-life characters’ achievements, success, genius, and talent with military affairs, they will get a bonus. Bonuses for generals after the year 1910 are not allowed, but exceptions include field battles, guerilla warfare, naval engagements, etc.
A rebellion, uprising, or insurrection is the roleplaying of typically organized opposition and resistance to challenge a government's authority or evade/achieve concessions; a refusal of obedience and order. Players roleplaying a rebellion do not need the permission of a staff member to rebel. However, a player must be able to prove they have reasonable justification to challenge or maintain the status quo.
Rebellions are rarely sudden and take time to cultivate. A rebellion cannot pop into existence and requires significant roleplay in the development of the rebellion. Not only this but the player is also expected to have a significant understanding of previous roleplay within the server.
It is ultimately the decision of a staff member to determine the validity of a rebellion.
If the player orchestrating the rebellion is ultimately able to achieve victory or is defeated, then the individuals roleplaying the affair must come to a decision on how to conclude the conflict.
A revolution is the roleplaying of a fundamental and relatively sudden change in political power and organization. Revolutions typically occur as a result of perceived oppression or incompetence within a government. Revolutions often result in significant changes to culture, economics, and social-political institutions.
Likewise of rebellions, players do not need permission to roleplay a revolution, however, a player must be able to prove they have reasonable justification to challenge or maintain the status quo.
A revolution cannot form out of nowhere and requires significant roleplay in the development of the revolution. Not only this but the player is also expected to have a significant understanding of previous roleplay within the server.
It is ultimately the decision of a staff member to determine the validity of a revolution.