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Would Mission Cards as an option infringe copyright?

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Would Mission Cards as an option infringe copyright?

Postby Pedronicus on Wed Jul 05, 2006 5:55 pm

I don't know who owns the 'Risk' board game, but would copying all of their games (mission cards) cause this site trouble?

It would seem that a lot of top players have perfected their attacking techniques in killing everyone for world domination.

With cards, if you get a 'kill green' (for example) and someone else kills green.... it makes the kill green card over and done with, so not everyone will be killing people in fear of giving an easy victory to someone else.

I think this site would actually make more people buy the board game after getting a taste for it - its more like free advertising
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Postby lackattack on Thu Jul 06, 2006 12:46 am

I'm not familiar with mission cards and this isn't anything I could get around to doing for a long time but there is no copyright on game mechanics. Copyright only gives a monopoly on things like the design of the board or the wording of an instruction booklet.
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Postby KoolBak on Thu Jul 06, 2006 9:45 am

Even tho it cannot be addressed ever or for some time, I second the idea...I LOVE the mission risk.....
"Gypsy told my fortune...she said that nothin showed...."

Neil Young....Like An Inca

AND:
riskllama wrote:Koolbak wins this thread.
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Postby wicked on Thu Jul 06, 2006 9:59 am

KoolBak wrote:I second the idea...I LOVE missionary risk.....


oh dear...
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Postby HighBorn on Thu Jul 06, 2006 10:01 am

hey you leave kool alone hes got to win some way ;).. naw actually kool looks like that loseing streak is over points comeing back up :)
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Postby lackattack on Thu Jul 06, 2006 10:17 am

wicked you have the dirtiest mind of everyone here.

that's why you rock :twisted:
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Postby HighBorn on Thu Jul 06, 2006 10:20 am

yes it does bring out the light in her eyes dosent it ;)
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Postby wicked on Thu Jul 06, 2006 10:52 am

oh I seriously doubt that lack ... but yes, I DO rock! 8) hey I'm still waiting on my name in twinkling lights, ya know! :wink:
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Postby Pedronicus on Thu Jul 06, 2006 11:59 am

lackattack wrote:I'm not familiar with mission cards and this isn't anything I could get around to doing for a long time but there is no copyright on game mechanics. Copyright only gives a monopoly on things like the design of the board or the wording of an instruction booklet.


2.2.1.1 What are the possible missions?
There are 14 (only 12 in the 1998 US edition) different missions, as follows:

i) Kill a certain colour. There are 6 of these, one for each colour. If fewer than 6 colours are going to be used in the game then the cards corresponding to the unused colours are removed from the deck before missions are given out. (This is quite clearly stated in at least some versions of the rules, and failing to do so doesn't make much sense.) If you draw your own colour, then your mission changes to mission (iv).

ii) Conquer some combination of continents. There are 6 of these:

Conquer Asia and South America;
Conquer Asia and Africa;
Conquer North America and Africa;
Conquer North America and Australasia;
Conquer Europe and South America and a 3rd continent of your choice [this mission is omitted from 1998 US edition];
Conquer Europe and Australasia and a 3rd continent of your choice [this mission is omitted from 1998 US edition].

iii) Occupy 18 territories with at least 2 armies in each territory.

iv) Occupy 24 territories (no restriction to 2 or more armies in each).

2.2.1.2 Can players look at the leftover mission cards?
The old U.K. rules are unclear as to whether the unused missions should be kept secret, so no one knows what other people might have. Later editions clearly state this to be the case. Similarly, it is not clear in the old U.K. rules whether an eliminated player's mission is revealed. Certainly it is useful to know the 14 missions well so you can see if someone is on the verge of completing one of them, even if you don't know whether it is their mission.

2.2.1.3 What if someone else completes my mission for me?
In the old and new U.K. rules, to succeed in a mission of type (i) you must kill the last remaining unit of that colour yourself (it doesn't matter who kills the rest of them; it's all or nothing on their last unit). If someone else kills the last one, or you draw your own colour, then your mission changes to mission (iv) (so several people could be trying to get 24 at once).

In the new U.S. version of the rules this is not true. In the case of the mission of destroying a colour, anyone may complete your mission. "For example, if your mission is to destroy all the yellow troops and another player actually removes the final yellow armies from the board, that player has helped you complete your Secret Mission."
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Postby max is gr8 on Thu Jul 06, 2006 12:20 pm

There 7 missions of each level and you get 1 mission of each level

all missions stay secret and you can only complete 1 mission a turn
Once you are down to 1 mission your remaining mission becomes open to everyone.
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Postby HighBorn on Thu Jul 06, 2006 12:25 pm

my risk set has 28 mission cards goruped into 4 sets.. capatian, major, colonel, general
Last edited by HighBorn on Thu Jul 06, 2006 12:26 pm, edited 1 time in total.
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Postby Machiavelli on Thu Jul 06, 2006 12:26 pm

I like the idea
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Postby HighBorn on Thu Jul 06, 2006 12:37 pm

major 7 cards.. missions
conquer 1 territory on 3 conts
control 12 territorys (15 in 3 player)
control 2 conts
make 3 sussful invasions across water
have more units in any one territory than any one else has in one
conquer 7 territorys
take 1 territory from eack oppenet (2 from each in 3 player)

captain 7 cards
conquer 1 territory on 2 conts
make 1 sussful invasion across water
control 2 islands
gain 5 reinforcements this turn
control 3 territorys on 1 cont
control 1 cont
conquer 4 territorys

colonel 7 cards
conquer 1 terr on 4 conts
destroy 12 enemy units
have the most units on map
gain 14 reenforcements this turn
control europe
have twice as many territorys as any one enemy
control n america

general 7 cards
conquer 12 territorys
control 3 conts
destroy 15 enemy units
conquer 1 territory on 5 conts
gain 18 reenforcements this turn
control asia
control more territorys than anyone else
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Postby max is gr8 on Thu Jul 06, 2006 12:41 pm

HighBorn wrote:major 7 cards.. missions
conquer 1 territory on 3 conts
control 12 territorys (15 in 3 player)
control 2 conts
make 3 sussful invasions across water
have more units in any one territory than any one else has in one
conquer 7 territorys
take 1 territory from eack oppenet (2 from each in 3 player)

captain 7 cards
conquer 1 territory on 2 conts
make 1 sussful invasion across water
control 2 islands
gain 5 reinforcements this turn
control 3 territorys on 1 cont
control 1 cont
conquer 4 territorys

colonel 7 cards
conquer 1 terr on 4 conts
destroy 12 enemy units
have the most units on map
gain 14 reenforcements this turn
control europe
have twice as many territorys as any one enemy
control n america

general 7 cards
conquer 12 territorys
control 3 conts
destroy 15 enemy units
conquer 1 territory on 5 conts
gain 18 reenforcements this turn
control asia
control more territorys than anyone else

And It also says when you can hand in the card
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Postby HighBorn on Thu Jul 06, 2006 12:58 pm

correct begining or end of turn
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Postby qeee1 on Thu Jul 06, 2006 1:19 pm

Missions are boring. I've played missions like twice, and both times it sucked ass.

Yeah yeah, give me the "well then you don't have to play it" speel, but the point is, there's better things to get coding, like team game sequence.
Frigidus wrote:but now that it's become relatively popular it's suffered the usual downturn in coolness.
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Postby HighBorn on Thu Jul 06, 2006 1:27 pm

agreed i would rather see many changes on here b4 that ever comes to light
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Postby shinmen on Thu Jul 06, 2006 1:30 pm

Personally, I don´t like missions Risk but, opinions are like... ya know, Highborn.
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Postby HighBorn on Thu Jul 06, 2006 1:36 pm

yes yes assholes and such ;)
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