Risk deck
A combination of Dvorak and the board game Risk.
Risk deck | |
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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.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
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
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.
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.
Pass or Overpass: Take one random card from any opponent's hand, set, or in play.
Pass: Destroy one army in any territory.
Overpass: Destroy 1d6 armies in any territory.
Action:
Pass, Overpass: Take control of a territory owned by an opponent. All existing armies there are removed. Place 1d6 armies on that territory.Pass: Destroy 2d6 armies in the target territory.
Overpass: Destroy all armies in the target territory.
Pass: Destroy 1d6 armies in the target territory.
Overpass: Destroy 1d8 armies in the target territory.
Pass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised.