Risk deck

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A combination of Dvorak and the board game Risk.

Risk deck
Designer jftsang
Date June 2008
Players 2-6
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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Special Rules

Equipment

You will need this deck, a standard Risk board and set of armies, and a number of d6s and d8s.

Setup

Assign armies onto the board as you would in standard Risk. At the start of the game, each player receives 1d6 cards.

Checks

Various cards will contain Pass:, Overpass: and Fail:. If you see this, it means you must roll three six-sided dice. If two of them yield the same number, you pass the check; if all three of them yield the same number, you overpass the check. If no two of them have the same number, you fail the check. Overpassing and passing tend to have positive consequences, failing tends to have negative consequences.

Cards

The cards that are in standard Risk are not used. Instead, when a player captures at least one territory by conventional attack (i.e. by moving armies into a territory), he may draw one card at the end of the turn.

Playing Cards

You may play or set up to two cards during your turn, and an unlimited number of cards during other players' turns. You may activate an unlimited number of set cards during your turn and the other players' turns.

  • Actions may be played at any time during your turn unless otherwise noted on the card.
  • Instant Actions may be played at any time unless otherwise noted on the card.
  • Things may not be played, only set.

Any card may be set, in which it is layed face-down onto the table. A set card is under your control; you may activate it at any time after the start of your next turn (so that you cannot set a thing and then immediately activate it). If the card is an action, you can activate it at any time which you would normally be able to play it.

The following are subsets of things:

  • Buildings are activated once. Once this is done, they stay until destroyed.
  • Support Units are activated when you attack or are attacked conventionally (i.e. by armies, not by cards). They are destroyed immediately at the start of your next turn.
  • Special Units are activated during your turn. Once this is done, they stay until destroyed. Unlike buildings, special units tend to have active abilities, instead of passive effects.

Misc

  • There is no maximum hand size.
  • When a card is destroyed or otherwise removed, it is reshuffled into the draw pile. There is no discard pile.
  • Victory is as in standard World Domination Risk. Destroy all your opponents.
  • Each army may only move or attack in a turn, and this may be done only once during a turn.

Card Listing

Spy
Thing - Special Unit
Action:

Pass: Reveal one random card from any opponent's hand or set.
Overpass: Reveal all cards from any opponent's hand or set.
Fail: Spy is destroyed.

Any revealed cards are shown only to you.
Terrorist
Thing - Special Unit
Action:

Pass: Destroy one random card from any opponent's hand or in play. Terrorist is destroyed.
Overpass: Destroy up to two random cards from any opponent's hand, set, or in play.

Fail: Spy is destroyed.
Thief
Thing - Special Unit
Action:

Pass or Overpass: Take one random card from any opponent's hand, set, or in play.

Fail: Spy is destroyed.
Saboteur
Thing - Special Unit
Action:

Pass: Destroy one army in any territory.
Overpass: Destroy 1d6 armies in any territory.

Fail: Saboteur is destroyed.
Diplomat
Thing - Special Unit
Action: Until the start of your next turn, the target player may not attack you with armies.

Action:

Pass, Overpass: Take control of a territory owned by an opponent. All existing armies there are removed. Place 1d6 armies on that territory.
Nuclear Weapon
Thing - Special Unit
Action:

Pass: Destroy 2d6 armies in the target territory.
Overpass: Destroy all armies in the target territory.

Even if you fail the check, the territory becomes contaminated. For the next 2d6 turns, 2 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Nuclear Weapon is destroyed upon use.
Biological Weapon
Thing - Special Unit
Action:

Pass: Destroy 1d6 armies in the target territory.
Overpass: Destroy 1d8 armies in the target territory.

Even if you fail the check, the territory becomes contaminated. For the next 1d6 turns, 1 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Biological Weapon is destroyed upon use.
Hospital
Thing - Building
Whenever an opponent plays Biological Weapon on a territory you control, make a check. Pass, Overpass: The effect of Biological Weapon is neutralised.
Anti-Nuke
Thing - Building
Whenever an opponent plays Nuclear Weapon on a territory you control, make a check. Pass, Overpass: The effect of Nuclear Weapon is neutralised.
Defence Service
Thing - Building
Whenever an opponent plays Spy, Terrorist, Thief or Saboteur, make a check.

Pass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised.

Overpass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised. Spy, Terrorist, Thief or Saboteur is destroyed.
Supplies
Action
For this turn, all armies in the target territory may move or attack twice.
Negotiate Peace
Action
Until the start of your next turn, no armies may be used on the target player.
Reinforcement
Action - Instant
You receive 1d6 armies. Place all of these on any territory you own.
Commando
Action
You receive 2d6 armies. Place all of these onto any enemy territory and immediately resolve a battle. Support units may be used.
Fighters
Thing - Special Unit
Action: This card has the strength of 2d6 armies. Resolve a battle between this card and any enemy territory. You may not use support units. At any time during this battle, you may call for a retreat. All of the survivng strength of Fighters is converted into armies. Place all of these armies on any territory you own and destroy Fighters.
Tanks
Thing - Support Unit
All of your armies in the target territory receive +1 on their dice rolls.
Artillery
Thing - Support Unit
For all attacks involving the target army, the target army rolls a d8 instead of a d6.
Machine Guns
Thing - Support Unit
For all attacks made on the territory where the target army is in, the target army rolls a d8 instead of a d6.