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darth_borehd
10-23-2003, 07:36 AM
We blended the classic rules with the 2210 AD rules. These are the customer rules that we came up with:

* All lunar and water territories can be claimed at the start of the game.

* (optional) All players secretly create a custom command card on a separate piece of paper. These can be of any one of the 5 types. Once done, the custom cards are folded over and set aside. The blank command cards are inserted into decks. Upon drawing one of the blank cards, the player chooses one of the custom cards of the same type at random. He can then keep the custom card until later, or use it immediately if he has the requirements to do so.

* Risk card sets are used just like in classic risk, with the following changes:
- All water territories match with other water territories and all lunar territories match with other lunar territories.
- A set can consist of all land (following classic rules), all water, or all lunar cards or one of each type.
- You only get 1 risk card per turn no matter how many territories you capture, but you must capture a territory of the appropriate type to be able to draw that card. i.e. conquer a water and a land territory to be able to draw a water or land card, not both.
- All other risk card rules from classic risk apply.

* Space stations can defend even if they are the only piece left on a territory, but are still captured as in 2210 rules.

* You must have the commander that matches the territory that you are attacking or fortifying into. i.e. you need a land commander to attack or fortify into land territories from the water or the moon. You can attack and fortify within the same territory type without that commander. i.e. You can attack lunar territories from other lunar territories without a lunar commander.

* Players that have their last territory captured must immediately use all command cards that they have the energy available to use, ignoring the requirement to have the appropriate commander. Ignore any cards that grant extra MODs, energy, or can't be used because of other missing requirements. Afterwards, the player that eliminates them gains all of the remaining energy and command and risk cards from the losing player.

* Players that wish to abdicate must also use all of their command cards, following the same rules as an eliminated player. The remaining energy and command cards are put aside and their forces remain on the board but no longer attack or gain reinforcements and energy. Remaining players can attack their armies and the player that captures the abdicated player's last territory also gets his command and risk cards and energy. If the game ends before then, ignore the abdicated player's territories when determining the winner.

* Use the score card to determine extra MODs and energy like in 2210 rules but ignore the turn counter. The game ends when all players but one are eliminated, abdicate or a majority of the players left agree to end the game (ties are broken by rolling the dice). The winner is the one with the most territories + energy at the end of the game.