Forums → Forum Games → Risk: Europe
This game takes place in a fictional Europe. You rule a country that currently only has one province, but grows over time.
Government: (Republic, Imperial, or Constitutional)
Wars Won: None
Wars Lost: None
Current Wars: None
Status: Normal Power (No Bonuses)
Combat is pretty simple. I will roll dice. The side with the most total numbers wins. So basically, you don't even have troops, you attack with numbers. The lowest roll is a 0, and the highest roll is a 9.
Multi Country Battles
Here is a scenario attempting to explain multiple country battles.
France and Italy vs Germany
France rolls a 1. Italy rolls a 5. Their rolls combine to make their roll a 6.
Germany rolls a 4.
Germany loses, even though France had a much lower roll.
Each province automatically has 20 lives.
The attacking side has to keep rolling dice, subtracting lives until the province falls.
The defender rolls dice as well, but automatically gains a +1 to their roll. The attackers only have 10 lives, so it is much wiser to bring more allies.
1 more ally attacker will bring another extra 10 lives, and 1 more ally defender will bring another extra 5 lives.
Sometimes, you will need to fight a battle before beginning a siege. This happens at a 50/50 chance.
A Great Power gains a +2 to their rolls, and a Secondary Power gains a +1 to their rolls.
Sorry, no naval battles in this game.
Expanding Your Country
To expand, you need to colonize. The full points needed to colonize a province is 10. Roll dice, and the number you get is the amount of points added to colonization points. Once you get the full 10 points, the province is painted your color and officially becomes your territory. Iceland is an exception, it takes 50 points to colonize it.
Why would I put micromanagement in a game like this? Do not pay attention to the little things!
Rebellions and Militancy
At a certain percent chance, there is a chance that your country or another country will have a rebellion.
The base militancy is 0%, however it increases by +1% every lost battle, +5% every large lost battle, +10% every lost war, and +25% every large lost war.
A small rebellion will occur at 40% militancy, a normal rebellion will occur at 50%, a strong rebellion will occur at 60%, and a revolution will occur at 70%.
A nationalist rebellion will become successful if they successfully hold their desired provinces for a year (1 page in the thread) or when they are defeated.
A normal rebellion will end when you surrender and give the rebels what they want or when they are defeated.
A revolution will end when the capital falls and the government surrenders to the rebels or when the rebels are defeated.
Sorry, nothing too complex. I might add more in the future.
Republic: +10% Required Militancy for a Rebellion
Imperial: +2 points to colonization, -10% Required Militancy for a Rebellion
Constitutional: +1 point to colonization
Countries Available to Play
Allowed Players and Joining in Progress
Up to 4 players can join. The game starts as soon as the first person replies. If you join in progress, you might have to play as a country that was already managed beforehand, which could mean either benefits or a great disadvantage.
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