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Showing single game: gameid = 148

Origin Matthulhu - esam    Entered by Azus   
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Created on 2010-08-07 00:54:35       Modified 2010-08-07 00:54:35       Class melee - non class      
Lives See rules       Count No count      

Materials A Risk(tm) game set, any melee weapon, any size shield, javelins, throwing weapons, rocks. 2 to 6 players may participate. No armor or bows are used.   

Setup Arrangement of the board is as per the game of Risk; beginning territories may be randomly assigned by dealing out the territory cards face down to all players minus the wild cards, or beginning territories can be claimed in player order until the whole map is filled up with the armies.   


The rules for World Domination are the same as Risk except for the non-use of dice. Instead, players fight one-on-one in battle to determine whether an attacking army succeeds in its invasion or whether the defending force in an invaded territory is able to hold its ground.

Equipment Selection: For every die a player could use in the board game version, he carry one item into battle, which can be a weapon or a shield (limit of one shield as per standard Amtgard). However, attackers may carry up to six items maximum, while defenders are limited to four items. [Whereas the original board game is limited to 3 dice for attackers and 2 for defenders, doubling these numbers is a concession to allow the practical use of multiple projectiles.] For example, an defending player with five invading armies may carry a short weapon and two javelins and a shield (note the defender's limit of four items), or a shield with two short weapons and a throwing weapon, or some other combination of four items.

Defender's Perogative: The attacker always chooses his equipment first, and then the defender may pick whatever equipment will work best for him. This advantage of the defender is in honor of the rule from the original game in which "defender wins all ties" with dice rolls.

Equipment Attrition: In the course of a battle, whenever a player has lost enough armies that he has fewer armies than items he is using, they must quit one of his items. For example, if a attacker began with 5 invading armies and began with a sword, shield, and three javelins, but loses an invading army, he must immediately quit one of his weapons or his shield to continue the 'invasion'. Of course, once a player is out of armies, they can no longer attack or defend, and the battle is over.

The Battle Circle: All battles are resolved in a circle of 20-foot radius. The defender always begins combat inside the circle and may not leave. The attacker begins combat outside the circle and may enter or leave at any time. Whenever either is slain, the positions are reset (i.e. the attacker returns to life outside the circle).

Losing Armies: Each time a player is slain while previously wounded (torso shot or second limb shot), they lose an army. Each time a player is slain unwounded (a 'clean kill') they lose TWO armies. Naturally, a player may elect to self-inflict a wound in battle to avoid rapid attrition; this is not unlike the option in the original board game in which a player could use fewer dice than what's normally allowed to them.




Variations Team Domination: There are rules for teams in the Risk rulebook itself, but following is specific to World Domination, and allows up to 12 players to participate. Players may voluntarily organize into teams of two, with each team controlling one set of armies. One player acts as the General and the other is the Champion, and cooperate to win the game. The General determines which territories to invade and how the armies are to be deployed on the map, while the Champion does all of the fighting. Players who wish to go it alone may still do so.

Armies Limit: To prevent long, drawn out stalemated matches and runaway reinforcements, the reeve may impose a limit on the number of armies any given territory may hold for a given player. A good limit for this would be seven armies. Thus defenders would be limited to defending with seven armies, and attackers may invade with no more than six. If all of a player's territories are full and he still has reinforcements to place, those reinforcements are forfeited.   

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