From: Kurt Frank Subject: Re: "improving" RISK 2210 Baba wrote: > Hi. > > I was just wondering - do you have any ideas how to improve RISK 2210 > gameplay? Many who say that the rules are great as they are obviously didn't > play the game for long or didn't optimize their strategies much. We've been > playing it for a few months quite often, and soon some very irritating > issues arose. > These are the rule mods I came up with, while they won't totally eliminate the last turn effect, they should help. RISK 2210 A.D. House Rules The main problem I’ve always found with Risk is that it always degenerates into each power having a single super powerful stack that crusades around the world; these modifications should reduce that effect. Stacking There may never be more than 10 MODs in a territory. This rule applies at all times, if a reinforcing MOD would cause the stacking limit to be exceeded then it is simply lost. This is most likely to arise with the bonus MOD from space stations but may occur from card play as well. The placement of commanders and/or space stations (maximum of one per territory) is not restricted by the MOD stacking limit. Devastated Lands The bonus MODs and energy received for the total control of a continent are reduced by one for each devastation marker located within that continent (to a minimum of zero). Turn Order Determination At the start of each turn each player rolls an eight sided die, players then take their turns from lowest to highest. Before rolling the die a player may choose to modify the die by paying energy. It costs 1 energy to modify the die by plus or minus 1, 3 for +/-2, 6 for +/-3, 10 for +/-4, 15 for +/-5, 21 for +/-6 and so on. Unmodified rolls resolve ties. Fortify Position At the end of his go a player may freely redeploy any and/or all of his forces within his own territory. However he may not relocate space stations or transfer units between ‘pockets’ but otherwise there are no limits to this rearrangement of forces. Redeployment This Diplomatic command card now allows a player to make a “free move” (as described on page 9) prior to declaring his first attack.