AK_iceman wrote:All right, I too have official Fairylot business to attend to, but hopefully I'll be back for the milestone Page 1000 of Fairylot.
And sexkitten, try not to be so depressed all the time.
awww
we cant laugh at his pathetic posts any more.
And for you vincent this is how to play risk
Each turn consists of 3 parts: I. Deploying Your Armies At the beginning of every turn you will collect a certain amount of armies. The number of armies you get is determined by this formula:
[(countries ÷ 3, minimum of 3) + continent bonus] x missed turns multiplier + set bonus
Terminology: "countries" are the total number of countries you occupy. "continent bonus" are bonus armies you get for occupying all of the countries that make up a continent. "missed turns multiplier" is 1 plus the number of turns you have missed. "set bonus" is the number of armies you get for turning in a set of bonus cards.
What's a set of bonus cards? You earn a card at the end of every turn in which you successfully conquer a country. These cards each represent a country on the map and can be blue, green or red. If you acquire 3 cards of any one colour, or one of each, you now have a "set" of cards which you may exchange for additional armies at this time. The value of these cards depends on which Bonus Cards game option was chosen: escalating or flat-rate. You also get a 2 army bonus on any country that you own if it is represented in the set.
You will place your armies on any countries that you occupy. The game will ask you for the name of a country, and how many armies to place there, and will continue doing this until all of your armies are deployed. Once you deploy armies, there's no changing your mind, so give this some thought first!
II. Attack Your Enemies This part is optional. You may now attack any opponent's country adjacent to your own, from your own country, as long as you have a minimum of two armies on it, regardless of how many armies your opponent has. Countries connected by lines on the map are considered adjacent and battles can occur between them.
The outcome of the battle is determined by a "dice" roll (the "dice" are random numbers generated by the website of course). The attacker will roll up to 3 dice, one for each attacking army. The attacker must leave at least 1 army behind if he conquers a country, so one of his armies cannot be used for attack. Therefore, the number of dice he rolls is 1 less than the number of armies on the attacking country, up to the maximum of 3 dice. The defender will roll up to 2 dice (1 die if he has only 1 army).
The outcome of the battle is determined by comparing the highest dice each has rolled. If the attacker's die is higher, the defender loses an army from the country under attack. If the defender's die is the same or higher, the attacker loses an army from the attacking country. The process is repeated for the second pair of dice (if there is one). The computer will do all the dice rolling and determine the outcome of each battle.
If you destroy all of the armies in your opponent's country, you must then occupy it immediately by moving some of your armies (at least 1) from your attacking country to the conquered country. You must leave at least 1 army behind, since no country can be left unoccupied at any time. If you eliminate a player's last country, (thus eliminating him from the game) the former opponent's cards become yours.
You may attack whatever adjacent countries you wish, as many times as you wish. For example, you may attack one or more times from one country, shift to another country and then back to the original.
III. Fortify Your Countries When you are finished attacking, you may fortify your defensive position. If desired, you may move any number of armies from one of your countries to any adjacent country which you also occupy. The Fortifications game option will determine how many of these fortification plays are allowed. You must leave at least 1 army behind.
Gameplay Notes You have 24 hours to take your turn before the game moves on. You must also finish your turn within 1 hour of starting it. Either limit can cut you off in the middle of play, so keep an eye on the countdown!
If you run out of time you will lose any armies that have not been deployed and any card that has not been awarded.
There are no wild cards. You cannot accumulate more than 5 cards, therefore there may be a mid-turn cashing in of sets after eliminating an opponent.
You are automatically kicked out from the game if you miss 3 consecutive turns.
Clicking Auto-Attack will repeatedly roll the dice for you until you've smashed the enemy or have been smashed yourself. To be precise, it stops when you are down to 3 armies, and at that point it works the same as the regular Attack button.
Dancing Mustard wrote:give me a quick plot-summary?
In thread
Mods = Douchebags
Heh, same old same old eh?
I cannot be arsed to re-read X pages of unfunny banter right now though. Guess I'll come back and get up to speed on this when my exams finish.
Hope the fever calms back down again Cynth it doesn't sound like much fun, have you been to see a doctor yet?
Wayne wrote:Wow, with a voice like that Dancing Mustard must get all the babes!
Garth wrote:Yeah, I bet he's totally studly and buff.