Risk: Mekkan

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Neptune
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Risk: Mekkan

#1 Post by Neptune »

I've been playing online Risk online lately, so what if somebody made a map of Mekkan and used it as a variant of 4chan Risk?

So, here's what I've been thinking:

Somebody takes an outline of Mekkan's territory and draws several countries (the Keidran territories etc., i.e. the countries in the comic exist in the game). Then, draw lines to make even smaller territories. Look at a 4chan Risk map and you'll see what I mean. Then random number generators are used for the rest of the game.

What is a territory?
The territory is the smallest section of land in a game of Risk. Like most games of 4chan Risk, these are small tiles that usually, in groups, are actually countries, so a country is divided in several territories. The territory-country ratio can be as low as 1 and as many as 100 or more. However, the country you play as is your "character," or the country you expand with. Usually, this country won't even fill an actual country it's in. Any mention of a country in here will be of your "character."

How the RNG works
When somebody expands in a direction, an RNG that goes from 0 to 1000 is used. The last digit of the number that comes out determines how much territory one gets in a single turn, except a few numbers. If one nation attacks the other and the other country chooses to defend, two numbers will be generated. If the attacker has the bigger number than he can attack the other country and get the amount of land that the algorithm allows. Only the host can roll for a number.

The numbering system
The numbering system breaks down the numbers made by the RNG to allow a certain number of territories to be annexed. There are several digit types that will determine the number of territories gained.
Singles
Numbers that have the digit at the end of the number being unique to that number are singles, e.g. 274. The annexation number will depend on what the last digit on the single is.
1,2,3: 5 territories
4,5,6: 8 territories
7,8,9: 10 territories
0 (except 0 itself): 14 territories
Dubs
A dub is a number with two repeating digits, e.g. 588. Unlike singles, any dub no matter the value of the two digits gives you 20 territories.
Trips
Nice luck, friend! Trips are quite rare in 4ch Risk and probably just as rare here. If you do get a trip, though, you will get 30 territories and one nuke (explained later).
The Forbidden Numbers
The forbidden numbers, 1,000 and 0. If you get these, the gods might as well be in your favor! You will get ten nukes as well as 50 territories.

Okay, so the number system is finished. More rules!

Nukes
These are techniques that are present in 4chan Risk. If a nuke is used on a territory, that territory and the adjacent territories will be destroyed, and the area will be inaccessible or unconquerable for five turns. If a peninsula is nuked, then it will be impossible to fight anyone in that peninsula for five more turns.

Invading and Annexing
You can invade and annex territory like any other Risk game. If this land belongs to no other country that's playing with you, you get to obtain that area without it possibly defending. However, if it does belong to someone else and he defends his land, then you must have the host roll for each country. The one with the highest number wins and based on that number and, using the number algorithm, gets the amount of territories that is chosen.

Scenario:

Kerbalese Mekkan attacks the Human Territories, which defends. The host rolls for each participant, as the rules say above. The Kerbals get 279; the Humans get 103. Since 279 is a single plus it ends with 9 and 279 is also higher than 103, the Kerbals gain 10 territories from the Humans.

Turns
A turn is like any in a turn-based ROG. Here, it's when all the participants choose what action they shall take (expand, conquer, defend etc.) and each number is rolled.

Special Territories
Special territories, in Mekkan Risk, shall be certain territories which grant the user certain advantages.

Ports
A port is a territory which will grant the owner access to any connected areas by boat. For example, if a tile for Edinmire (which will be a port in this instance) is annexed, and the tile is connected to the Basidian Isles by a small line, you shall be able to access the Basidian Isles and take them over.

Dragon Nests
These, along with the next territory, are exclusive to the Mekkan version. A Dragon Nest which is annexed means the user will gain twice as many territories as they would normally for two turns, after which is unusable until the game ends.

Mana Towers
These will grant the user access to one territory, anywhere on Mekkan, to be annexed so that outward expansion can be achieved. After that, it shall be unusable until the end of the game.

How to win
The one country that is left and has conquered every other one, wins.

When somebody sets it up here and starts it, good luck!
Image Haha, he's so tiny! Where is he going?

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