Edward Sabatine - 02:38pm Aug 13, 1998 PST (#12 of 13) Well, I just checked on my hard drive, and it turns out I kept a copy. Here they are: 1) Get rid of continent bonusus. Instead, each player gets one army per country occupied. This will remove the importance of Australia and South America. It might be a good idea to vary this by raising the number of armies to two per country, but reduce it to zero for countries bordering on the Artic Ocean (except Ukraine). 2) Each player must pick a country to be their capital. Each turn, all your reinforcements are placed in your capital; if you lose your capital you don't get any more reinforcements. The idea here is to keep players from shifting their gravity all over the map, as players that get stuck with all their countries in Asia and North America are wont to do in the original rules. 3) Reinforcements can be moved only from one country to another, contiguous country. 4) No-one can attack from a country they have conquered only that turn. Its very unlikely in real life that someone will overrun say, all of Africa and half of South America without pausing due to supply considerations. 5) The attacker can roll no more than one die when attacking across those dotted lines. This simulates the difficulty of amphibious invasions. 6) In the initial set up, set aside some countries that are controlled by no player. These are neutrals. Roll the die for each neutral and put a number of armies, again controlled by no player, equal to the die roll there. 7) Limit the number of armies that can be maintained in any one country to five. This is to end the viability of the ostrich strategy, where one builds up a monster stack somewhere, and then uses it to swoop down on the other players in the endgame. 8) Risk cards no longer provide reinforcements. Instead when a player plays a risk card showing a country he can: a. Take control of that country's armies for his turn, if it is neutral. b. Remove the armies currently in that country and make it neutral, if it belongs to an opponent and is not the capital. c. Cause an opponent to miss his next turn, if it is his capital. d. Ignore the stacking limit in that country, if it belongs to him. e. Use three dice when attacking from that country during his turn, if the country belongs to him, even if otherwise he can't. In addition, the player may roll the die and add a number of armies equal to the die roll to the country shown on the card. The new armies of course belong to whoever controls that country. Risk cards are assembled and played the same way they are in the real game. 9) Allow players to trade Risk cards during their turn. If they have a Risk card showing a country they control, they can trade the country too. 10) Set a time limit to the game, and when the limit is up count up the numbers of countries belonging to each player. Countries belonging to the same player they belonged to at the start of the game count double. The player with the highest number wins. It is very unlikely someone can conquer the entire world under these rules. As noted before, there is a more complicated variant I did adding air and naval units on one of my old floppies somewhere.