Subject: Risk + Flying Buffalo's Nuclear War From: Richard Rognlie A few months back someone posted a quest for combining Risk + Nuclear War. It sounded intriguing, but I never heard anything more. I checked with the official Nuclear War site , and Rick Loomis there indicated that he recalled that such a thing existing, but it was buried somewhere in his archives. If he stumbled upon it he would post it to the Nuclear War site. But repeated visits have yielded nothing. So, unless someone has the "Official" combined game handy, perhaps it's time to create it afresh. I have a couple "guidelines" that the other poster mentioned, but no real details. This is my first stab at a combined set of rules... They are, of course, open to negotiation. SETUP 0. True to the Nuclear War rules, the player who owns the Nuclear War games goes first. 1. Assign each player their starting armies and countries in the manner normally used by your group. 2. Additionally, each player is dealt an appropriate number of population cards to act as "reserves" (1 million population == 1 army) 3. Players are dealt 9 Nuclear War cards. Secrets are resolved as usual before play commenses. 4. Each player programs 2 nuclear war cards face down (per Nuclear War) PLAYER TURN 1. You do the traditional Risk new army allocation (1 army for every territories you control (round down, minimum 3)). + bonus for controlling the various continents. 2. You can trade in Risk cards for new armies. (depending on your house rules that may include bonus population for any territories on the cards that you also control. 3. You can trade in you Nuclear War population "reserves" for new armies. 4. A player may conduct 1 Nuclear War "strike". a. Draw 1 Nuclear War card. b. Program 1 card. c. Reveal the next program card (and resolve as necessary). d. You can also resolve any other pending Nuclear War threats at this time. (e.g. Space platform, Submarines, Cruise Missiles, etc.) Some misc notes that some to mind: - Submarines have a *territory* not a player as a target, and I suspect that should be "coastal". - The Atomic cannon gets assigned a territory where is appears. It attacks adjacent territories, and can be moved with the armies in that territory during the Risk "free movement" phase to an adjacent territory. - Propaganda cards are only useful until nuclear war breaks out, and move armies from one territory adjacent to one of your territories to your territory (where they convert to your color). - SuperVirus does not affect a *player* but a *territory*. And the affected player choosed where it moves next. (just a thought) If a territory is depopulated by a Nuclear War strike, any army that can "attack" there, gets a freebie. (We need to come up with an "Irradiated territory" rule... that essentially takes a territory out of the game as being "too hot") After the Nuclear War strike, a "normal" Risk move ensues. If you take a player "out" (all armies, regardless of reserves) he's out. Unless due to propaganda, he gets "Final Retaliation" If you have reserves left when you're taken out.. too bad. You should have called them up earlier.... 8^) If you take over at least one territory, you get a Risk card (using the normal rules for that). That's it, off the top of my head. I've not tried it, but it seems like it'd be interesting... It seems complete" have I overlooked anything? Anyone happen to live in Northern Virginia game to try it? Richard -- / \__ | Richard Rognlie / Sendmail Consultant / Sendmail, Inc. \__/ \ | URL: http://www.gamerz.net/rrognlie/ / \__/ | Give a man a fish, and he'll be hungry tomorrow. Teach a \__/ | man to fish, and he'll be at the river all day drinking beer.