Title: The rules, and variations
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2The rules, and variations
- There are many variations on the RISK game
- Yours will be compliant to the official 1993
Parker brother rules.
3Risk The board
Countries
Sea lanes
4The continents
North America
Europe
Asia
Africa
South America
Australia
5Object of the game
To conquer the world by occupying every
territory on the board, thus eliminating all your
opponents
6Game Setup 1
- Number of players agreed. This determines the
number of starting armies the players have - A player is randomly selected as the starting
player - Starting with that player, and moving round each
player places 1 army on an empty territory. - This continues until all the territories have
been taken
7Game setup 2
Player 1
1
Player 2
1
Player 3
1
Player 4
1
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8Game setup 3
Player 1
1
Player 2
1
Player 3
1
Player 4
1
1
1
1
1
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1
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1
1
1
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1
2
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9Complete setup
Player 1
1
Player 2
1
Player 3
1
Player 4
1
5
1
1
6
1
1
4
5
3
4
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2
1
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2
1
8
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3
1
6
5
2
5
4
6
3
6
1
4
7
1
1
1
1
1
5
1
1
10A Player turn
- A player turn has 3 parts
- Get and place new armies
- Attack territories
- Fortify your position
11Getting and placing new armies
- You get
- 1 army per 3 territories you own (round down)
- Armies equal to the value of the continents you
control. - Armies gained from trading in Risk cards
- Minimum of 3 armies
- Armies can be placed in any territories that you
own
12Attacking Territories
- You can perform as many attacks as you wish
during your turn. - You can only attack adjacent territories, sea
lanes make territories adjacent - You must have at least 2 armies in the territory
from which you are attacking. - An attack can only be performed from a single
territory at a time.
13Example of an attack
- Select a territory to attack from
- And the target
- The yellow player decides to attack the red
player to the left to take more of Europe
14Resolve attack
- Players decide how many dice to use
- Attack can use up to 3 dice, but must have at
least one more army in territory than the number
of dice they use. - Defender uses up to 2 dice, cannot use more dice
than they have armies - The more dice used the greater the chance of
winning, but the more armies you can potentially
lose - Both player roll their dice
15Deciding the battle
16Example of attack, continuation
Yellow player
Red player
Roll 1
10 armies , rolls 3 dice Rolls 4,3,1
4 armies , rolls 2 dice Rolls 4, 2
Roll 2
3 armies , rolls 2 dice Rolls 5, 4
9 armies , rolls 3 dice Rolls 6, 5, 2
Roll 3
1 armies , rolls 1 dice Rolls 6
9 armies , rolls 3 dice Rolls 6, 4, 2
Roll 4
1 armies , rolls 1 dice Rolls 3
8 armies , rolls 3 dice Rolls 4, 2, 2
Yellow wins, with 8 armies remaining
17Capturing territories
- The attack must cease the attack if they have
just 1 army left - The attacker can retreat after any set of dice
have been rolled. - During the game, every territory must always be
occupied by at least 1 army. - If all the defending forces are destroyed then
the attacker MUST occupy the territory with at
least as many armies as they rolled dice in your
last battle. Leaving at least 1 behind in the
territory they attacked from.
18Example of capture
- Yellow moves a minimum of 3, maximum of 7 of
their remaining armies into the territory
- Yellow can then attack from this new country, or
anther that they own
19Ending the attack phase
- A players attack phase ends once they do not wish
to attack any other territories. - If they have captured 1 or more territories then
they get 1 RISK card.
20Fortifying your position
- At the end of your go you can move as many armies
as you like from ONE of your territories into an
ADJACENT territory that you own. - You may do this just ONCE
- Then your go ends, and its the next players
turn.
21Winning
You win when you own all the territories, and
your opponents have been eliminated This is
called the world domination victory, and is the
default
22RISK Cards
- You get between 0-1 risk card per turn.
- Cards are traded to get extra armies at the
beginning of your go - cards are traded in as sets if 3.
- A set consists of all of one type, or 1 of each
type
23RISK Cards
- The sets return varying numbers of armies,
depending on how many sets have been traded in
before
- First set 4 armies
- Second set 6 armies
- Third set 8 armies
- Fourth set 10 armies
- Fifth set 12 armies
- Sixth set 15 armies
- Every set after is worth an extra 5 armies
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25Application Programmer Interface (API)
- API contains the model and the application logic
- The GUI simply allows the user to manipulate and
understand the underlying model.
API
GUI
- The GUI knows about the API, the API does NOT
know about the GUI
26Text based console version (Week 13)
Just a basic graphic (jpg) NOTHING MORE
API
Commands parsed and interpreted from the command
line interface, then passed to API
Command line interface
27Graphical version (week 23)
Commands passed from the GUI to the API
API
GUI
API notifies interested listeners when the model
has been changed
28How graphical does it have to be?
29AI (Artificial Intelligence)
- You will need to implement computer controlled
players in your RISK game. - How do you go about this?
- go to Google and type in Risk board game
strategy