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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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