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BLIND RISK 2210 AD

Blind RISK 2210 AD is a variant for people with mutliple copies of the 2210 AD set, originally proposed by Craig Van Ness (one of the creators of 2210 AD).

WHAT IS BLIND RISK 2210AD?

It's a playing variant for RISK 2210AD with the idea coming from Craig Van Ness. The general idea is that the teams/players cannot see each other's board, which gives an extra twist to the game. The only thing you are sure of are your own MOD positions. You can place armies for the other teams/players, but you never know if they are correct.

It is best played with 7 (1 game master and 3 teams of 2), 9 (1 game master and 4 teams of 2) or 11 (1 game master and 5 teams of 2), but can also be played with 4 (1 game master and 3 players), 5 (1 game master and 4 players) or 6 players (1 game master and 5 players).

REQUIREMENTS:

1 copy of RISK 2210AD for each team/player. 1 copy of a board for the GM (but then you have to do everything dual).
Energy and cards are only provided by the game master. He also has a discard pile for played command cards.

SETUP:

Basically, it is random set up (deal out the land cards). Players/teams place extra mods/commanders and the space station in controlled territories.

ROLE OF THE GAME MASTER:

  • The game master does not play.
  • Record what all teams/players bid for turn order.
  • Announce whose turn it is.
  • Count energy/MODs for a team/player and distributes the energy (without telling the other teams/players the amount).
  • Note which commanders are bought and give the teams/players the cards they bought. The types of cards and the amounts are not told (If a card type is exhausted the game master announces this to everybody).
  • Monitor card play and put the cards in the discard pile.
  • Announce every attack (everybody must know who the attacker is and who is being attacked).
  • If a team/player invades an empty territory the game master announces that the team/player attacks and that there was no resistance.
  • Announce contents of an attacked territory and the attacking territory (Commanders included) to the concerning teams/players.
  • Watch the attacker's and the defender's die rolls.
  • You may want 2 Game Masters if playing as some kind of tournament or if someone may be dishonest.

PLAYING:

  • Most rules of standard RISK 2210AD apply.
  • There is no talking between teams and no cooperation.
  • All purchases (Commanders, cards and space stations) are kept secret.
  • Reinforcement moves are kept secret, also when defending. The reinforcements will visible on the next attack.
  • You can't see your enemy commanders unless you fight them, so players should target a team and select a commander (pick the land commander if you want to be safe) when playing a card that affects a commander.
  • Probe-territory: Every turn each team/player can ask the owner of one territory, not the contents. This will be common knowledge to all.

PLAYING CARDS:

  • Most cards which are played before invasion are no problem.
  • A frequency Jam is openly announced.
  • A cease fire is openly announced.
  • An energy crisis is a perfect way to know if another team/player has any energy left.
  • When a Land Death Trap, Water Death Trap or Orbital Mines is played the game master will go to the attacking team/player and removes half of the team's/player's MODs (roundup). If the team/player attack roll would be illegal (due to not enough armies) the team/player would have to reroll.
  • Scatter Bomb cards: the game master goes to every player and will remove the units. Results will not be known to other players.
  • Rocket strikes: The game master will announce: "A rocket strike is being placed on ..., please remove x units." The team/player of the card will not know if the card wipes out the total amount of MODs or not.
  • Stealth MODs and Stealth Station: if a defending team/player plays a Stealth MODs and/or Stealth Station when attacked, the attacking team/player will only see the situation prior to the cards. The extra MODs and/or space station are shown when the next attack is launched against that territory.
MORE RULE VARIATIONS

 

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