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Jonathan Rutherford
United States Unspecified Unspecified
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Risk
» Forums » General
Same Time Risk on the board
Risk II was the official PC release of Risk in 2000. In my opinion, it is an exciting adaptation of a classic game, but it also provides you with numerous options. You can simply play original Risk with the added excitement of cheesey animated Napoleanic soldiers killing one another. But if you're feeling advenurous, this game provides many new and exciting options. First, you can change the map, adding new territories and connecting points, changing the value of continents at your discretion, play with missions, and use other rule alerations. But what makes the game most worthwhile is an ingenius new variant, poorly named "Same Time Risk." I'm sure they could have found a better name, but nevertheless, Same Time Risk tells you exactly what it is--players make all moves at the same time. I love it. It is addicting and new, yet it still retains the flavor of the original. I enjoy it far more than standard Risk, except for one detail: it lacks real human interaction. The diplomacy with computer AI is particularly lame, and I seldom encounter much of a challenge. I once read an online review praising the game, yet commenting that its rules were too complicated to use on a real board as the computer was needed to make all the necessary calculations. I disagree. Many board games use more complicated rules and yet attain great followings. And while the rules to Same Time Risk are more complicated than standard of course, they are rather intuitive and not overly complex. I believe that perhaps using the software as a training tool, anyone could play the game easily with a proper board and set. Which brings me to my point: there is no board or set designed for Same Time Risk! Apparently no one thought that the game which functioned so well on a computer would serve as well on a kitchen table. So I decided to create my own set. Using a very old version of the game that my older brother bought for $1 at the Salvation Army, I modified the board to reflect new territories. I bought twelve-sided dice (these are what Same Time Risk actually uses) and, with simple stickers, modified them to reflect the same numbering as in the game. I have taken the rules provided on the CD's game manual and consolidated, corrected, and clarified the rules for use as an independent game. I am still working to make new cards, but once that is done, I will have an unattractive, yet functional game of Same Time Risk. What I am hoping is that I can upload the rules, downloadable pictures, and anything else necessary so that anyone can convert their Risk sets into Same Time Risk (or as I admittedly prefer to call it Risk II, named after the computer game as a whole). I hope that anyone interested will post in this thread. I want to know that my work is worthwhile. Also, I hope that no one will sue me. My desire is not to take away from the original desigers, but rather make their excellent rules more accessible.
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Jon
United States Vancouver WA
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I, for one, am interested!
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Kolja Geldmacher
Germany
Niedersachsen
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count me in for a download  FH
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I am not completely shure about how the simultaneous player actions work out in the game you say, but i'm pretty secure to say, it has to be similar to this online web-browser game: http://globalcombat.com/I joined a couple of weeks ago, and got completely addicted  Basically it's exacly like you say, a game of Risk, but players order their troops at the start of each turn, in a 24 hours cicle, and after the hours run out or after the last player gave his orders, they all are executed at the same time by the computer. You don't even have to be present, just log on once a day, make your move, and that's it! Pretty fun for a busy schedule!
Last edited on 2008-11-04 14:38:32 CST (Total Number of Edits: 1)
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Jonathan Rutherford
United States Unspecified Unspecified
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Well, that online game sounds pretty fun. I might want to give it a go some time. Thanks for the support so far. I can upload the rules today or tomorrow. However, if I am to make this appealing to others, I now need to write instructions on making your own, as well as finding graphics and the like. I'll keep you posted. Thanks again for the positive feedback.
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jason rodriguez
United States
Ohio
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keep me posted i too am interested
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Jonathan Rutherford
United States Unspecified Unspecified
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I just uploaded the rules. I am gathering some files and putting instructions together on how to make your own set. My primary difficulty is creating Risk cards including the extra territories. I could scan every card and design my own extras, but I already am very limited on time. If anyone has any suggestions or any offers to do this for me, it would be appreciated.
The extra cards are: Svalbard - Infantry Phillipines - Cannon Falkland Islands - Cavalry New Zealand - Cannon Oikiqtaluk - Infantry Hawaii - Cavalry
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Jonathan Rutherford
United States Unspecified Unspecified
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Well, there is good news! I decided to bite the bullet and make cards myself. I scanned in my own cards and used their artwork to make very simple cards. I did not use pictures of the territories as I didn't want to go through the effort of matching the artwork of the cards I scanned with the artwork of the new territories. It just seemed like a lot of work. To make matters worse, I realized that every card in Same Time Risk had a different match between the territory and infantry/cavalry/cannon than the standard game. In other words, in Classic Risk, a particular territory card might have a cavalry on it, but in Same Time, it has a cannon. I had to design simple cards with just the military unit and name of the territory. If anyone ever feels inclined to put artwork to it, that's fine, but what I have made is functional.
Again, those who are interested in this project, please give feedback on the rules. I am nearing completion with everything, but I would like feedback and correction on the rules. Thereafter I will put everything in a single zip file for download.
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Jonathan Rutherford
United States Unspecified Unspecified
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I just lost a long update. Hopefully this works this time. I hope to spark a little more interest in my project here. First, here is a picture of my homemade cards, which you can easily print once BGG approves the file I submitted. Remember, due to the new territories and reassigning of certain territory cards with different military units, you need this set to play the game correctly. Also I have a picture of the easy-to-make twelve-sided dice, with instructions coming soon. I have maps available for download, slightly modified and enlarged from the original PC game, but I don't know if such would be legal under fair use laws. I don't intend to profit at all, and might in fact further the inventors' profits, but I don't want to break any laws. If somebody with more artistic skills than I would be willing to design a new RISK II map available for anyone, I know many would appreciate it. Here is a nearly empty map. Please check out my rules and give feedback on them or anything else. http://www.boardgamegeek.com/file/download/37916/RISK_II_Rul...
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Jonathan Rutherford
United States Unspecified Unspecified
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I decided to go ahead and design a RISK II map. It is not terribly attractive, so anyone ambitious enough to design a better one is quite welcome. Here is a picture of the map: I know it's not much, but it works. You can download the actual maps here: http://www.boardgamegeek.com/file/info/36960You get a full sized 20x16 map and a small greyscale map, the larger for gameplay, the smaller for diplomatic conferences away from the board, should players choose to play that way.
Last edited on 2008-11-25 11:25:53 CST (Total Number of Edits: 3)
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Jonathan Rutherford
United States Unspecified Unspecified
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Well, this is it! I finally uploaded the last of what is needed to create your own RISK II set! Check it out here: http://www.boardgamegeek.com/fileinfo/37241These are three docs zipped together. One is a checklist of what you need to play RISK II, one is the instructions on how to make proper RISK II dice, and one is a chart that should be used to help players know when to use which colored dice. I really don't have anything more to add, except that I am pleased to see so many downloads. I hope people will play this and give feedback. Does it work it the real world? Is it fun? I currently am too busy to get together a gaming group (see how long it took just to get all this stuff up?), but I intend to play this when things ease up. But since that may have to wait for a while (two jobs, school, father of 1 year old twins), I really hope people will provide feedback. Or let me know what you think of the files here on BGG. Make suggestions of rule clarifications, variant rules, provide improved maps, etc. I really hope this becomes popular among all Risk players.
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Andrew Tullsen
United States Tigard Oregon
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I've been watching this thread. I hope to try out this variant soon. Thanks for all your work on it!
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Jonathan Rutherford
United States Unspecified Unspecified
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Thanks for the reply and the encouraging words. It has been fun working on it. Let everyone know how the game goes once you play it.
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Jonathan Rutherford
United States Unspecified Unspecified
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In order to encourage a little more interest in this game, I have played against 5 computer opponents and noted my thoughts as the game progressed. I will post a session report on it soon. It was a fun game for me, but it will be apparent why a human opponent is better. I still can't help but be amazed at how many more people are interested in a discussion on the political correctness of Hasbro than in the best Risk variant I know of, but hey, what can ya do? Anyhow, my session report will be up soon.
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Jonathan Rutherford
United States Unspecified Unspecified
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It's been a while since I posted this, but has anyone given this a try. I believe it is quite playable, and I know it would be enjoyable, but I really am too busy at the present to find a gaming group to play with. I'm hoping someone else is willing to give it a try and give me their impressions.
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(sorry for my English, it is not my native languaje) I love Risk II, and I was hoping to play it on a board with my friends... I found the manual awesome!!, it's very very good. Now I working on a printable board of Risk II, an obviosly I will share with you when it is ready (but I'm very busy, so I will not comprimise myself with any date). Anyway, I have the folling idea for all of us, that won't been able to find 12 side dices. IDEA: ====================================================== I deleted my idea, because it was rubbish, the sum of the numbers of two standard dices can not (ever!) be equal to one, no matter how bad your luck is! XD... hahaha... LOL ====================================================== ** I realize that this method is very complex, in the sense that requires that every player knows this relations very well before playing, but it is beter that having no dice at all.... hahaha!! see ya zombie240
Last edited on 2009-04-20 17:37:57 CST (Total Number of Edits: 1)
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Jonathan Rutherford
United States Unspecified Unspecified
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Your idea isn't pure rubbish. You are correct about the sum never being 1. Also, some numbers show up more frequently than others (for instance, 12 only comes up 1/36 of the time, but 7 shows up 1/6 of the time. However, I don't believe your whole idea was rubbish (I read it before you deleted it). I believe you can use different colored permanent markers to mark enough six-sided dice so that when they are rolled they will reproduce the appropriate statistical probabilities so as to emulate the rolling of the different twelve-sided dice. I made 15 12-sided dice, which is normally more than sufficient, but sometimes is not. Still, considering that 15 is probably a good minimum, it would take 30 six-sided dice to meet your needs. So it's not rubbish, but it still might be just as difficult as before, depending on the availability of different dice. Still, thank you for your input, and if you have any other good ideas, please let the rest of us know. Also, thanks for the compliments, and by the way, your English is actually very good :)
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Hello all of you...
Well, my mistakes were too many... hahaha, in the first place, two dices can not sum 1!. Second think that only the final result of the sum of the dices instead of the number of the possible combination to obtain a given number. For instance, 2 amd 12, are the less likely number to obtain with a probability of (1/36) each. And 7, is the number with the largest probability to obtained (equals to 6/36 = 1/6). Just like DArth Gollum said.
Thinking of it, I think I got it this time... hopefully, hahaha...
The IDEA v2.0
Using two standard dices, we will have... ========================================================== For the White Dice, if the sum of both are: 3, 6 or 8 -------------> The number is 1 2, 5 or 9 -------------> The number is 2 7 ---------------------> The number is 3 4 ---------------------> The number is 4 10 --------------------> The number is 5 11 or 12 --------------> The number is 6 ========================================================== For the Yellow Dice, if the sum of both are: 2, 9 or 12 ------------> The number is 1 3, 6 or 8 -------------> The number is 2 5 or 11 ---------------> The number is 3 7 ---------------------> The number is 4 10 --------------------> The number is 5 4 ---------------------> The number is 6 ========================================================== For the Orange Dice, if the sum of both are: 2 or 3 ----------------> The number is 1 7 ---------------------> The number is 2 5 or 6 ----------------> The number is 3 8 or 9 ----------------> The number is 4 4 or 10 ---------------> The number is 5 11 or 12 --------------> The number is 6 ========================================================== For the Red Dice, if the sum of both are: 4 ---------------------> The number is 1 10 --------------------> The number is 2 7 ---------------------> The number is 3 5 or 11 ---------------> The number is 4 3, 6 or 8 -------------> The number is 5 2, 9 or 12 ------------> The number is 6 ========================================================== For the Black Dice, if the sum of both are: 11 or 12 --------------> The number is 1 10 --------------------> The number is 2 4 ---------------------> The number is 3 7 ---------------------> The number is 4 2, 5 or 9 -------------> The number is 5 3, 6 or 8 -------------> The number is 6 ==========================================================
** Again, this method is very complicated, because need, that all the players knows this relationships in advance, in order to play the game the right way. **Doesn't help either that the combination have no "numerical order" and seem arbitrarily, but remember that the idea is to reproduce the probabilities of a 12 side biased dice,
see ya.
zombie240
PS = thanks for saying my English is very good, I try my best =)
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Jonathan Rutherford
United States Unspecified Unspecified
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Printing up a chart like yours for reference might make it easier to use your system. Let's say two players are facing each other, one with enough armies for an orange die, and one with a white die. They both roll two dice in separate boxes, but both roll a six and a five, both totaling 11. Now, unsure of who won the roll, they both refer to chart you kindly worked out. With the white die, 11 is converted to a 6. With the yellow die, 11 is converted to a 3. The "white die" wins the roll! I don't imagine anyone without a perfect memory could use this system without the chart, but a printed chart like you've created makes it both very feasible and a clever alternative to purchasing twelve-sided dice. Thank you for your wonderful idea. I believe this alone could make the game more accessible to anyone wanting to play it on the board.
And your welcome about your English. I mean it. You do very well :)
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Yeah.. you are right... if fact, I made a chart to compare the probabilities and so (in excel), and when I finnish, I have a pretty good "conversion table", I should post that... hahaha... Anyway... here it is... I guess is pretty clear ( a larger image: ) http://img24.imageshack.us/img24/3479/conversiontable.jpgsoon I will show a preview of the board of Risk II, that I making... bye bye  zombie240
Last edited on 2009-04-21 10:33:46 CST (Total Number of Edits: 3)
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Jonathan Rutherford
United States Unspecified Unspecified
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Wow! That looks terrific! The only recommendation I would make, and it's obviously a minor one, is that you change the word "dices" to "dice" in two places. I don't know why, but in English, the plural is "dice" and the singular is "die". It's common to make mistakes with these two words. But other than that, it's really great! I appreciate the effort, and I'm so glad you came up with this idea. Moreover, I'm glad that you are still so interested in the project I started, and that you are contributing to it. Thanks so much, and I'm really excited to see that board you are making!
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well, here it is. With the the corrected spelling... =P a larger pciture... http://img9.imageshack.us/img9/3479/conversiontable.jpg============================================================== I was thinking, on the feasibility, of this method... this method requires 60 dice! of different colours (in practice they can be less). So I guess that we have a problem. If we can made all the 12-side biased dice, we would require 30 dice. The number were reduced to the exact half, nonetheless, they are too many, to do (in my opinion) a good board game... So, I was thinking to do a spinner, with 12 possible outcomes, and in every "outcome" put 5 pictures, a withe, a yellow, a orange, a red, and a black die, everyone with a number acording to the different probabilities of every dice. But, there is a problem here too, two in fact, every player need a spinner, so we need 6 in total, and the gameplay depend of the hability of one to make a good spinner, and they have to be all equal... there is a pretty good chance that all of them are not equal. The other problem is that I was removing all the dice of the game, and with it all the thrill of the dice rolling. So I go back to the conversion table. But now a different one: My idea is to have only six 12-side dice, one for each player. If it's possible, a withe for the withe army, a red for the red army and so on. Note that in the table I make no explicit allusion to the color of the dice, istead I refer to the armies involved in the attacking/defending process. So to make no confussion with Red Die, meaning that is the die of the Red Army, and not the die of a player attacking (or defending) with between 19 and 30 armies. This method is more "easy" in many ways. (1) It don't requiere a huge amount of dice, only six! (2) Just need 12-side standar dice, not biased. (3) The method is still functional if all the dice are of the same color. (4) It have a numerical order, I mean that no matter the armies I have, obtain a 8 is always better (or equal) that to obtain any number lower that 8. (5) Point (4) implies that 1 is always 1, and 12 is always 6... the comparisson is always easier. Well, I hope this will usefull to make the "Risk II" on the board. bye... zombie240... PS = Sonn I will post a preview of the board of Risk II that I am working on
Last edited on 2009-04-25 16:24:10 CST (Total Number of Edits: 2)
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Jonathan Rutherford
United States Unspecified Unspecified
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Hmmm...while I don't believe it would take that many six-sided dice to have a fully functional game (in the rarest case, the most you would ever need would be 14 it seems to me), I do like your other idea better. I like the idea of converting the values of the twelve-sided dice to white, yellow, etc. It's less confusing and could even be memorized. All the advantages you mention are absolutely true. Thank you for making this more accessible, and even just taking the time to think of how to improve what I've started. Hopefully one day, with our efforts, and perhaps the efforts of others, RISK II will be played regularly. When you do perfect your chart, we should post it as a file, so those who don't subscribe to this thread will still see it and download it. Good work! I really can't wait to see the board you are designing! Thanks for giving this project some new life!
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yes, you are right. It won't be necesary that many dice, to do a functional game. But I was thinking to make just like a real game, where every palyer have his own soldiers, calvary, dice, etc. Obviosly, the players can share the dice. or even take turns to roll them (this will make the game slower, but still functional). Anyway, I think the new idea is better (in the ways I already say). And I find out where to buy regular 12-side dice here in Chile, so I think in the weekend I will go to that store to check it out. In other subject, the board I making (I think) is resulting pretty good, I making it with a good resolution, but I like to include some things that it would be convinient that are in the board, such as, the extra army per continent, the conversion table =P, the order of the battle, and the exchange rate for the territory cards... But I have some doubts with the last one. In my version of the "Risk II", that I 90% sure that is the european one. The amount of armies for the cards is a set value, different if it is 3 soldiers, 3 horses, 3 cannons (I forgot the name in english, that they have in the game XD), or "one of each". (when I play "regular Risk" in the Risk II, the exchange rate is normal, how is this in the american version of Risk II??, is this a "rule" of "same time Risk" in general, or only a rule of the european version? In advance, thanks!!! Seeeeeee yaaaa zombie240 PS = thanks for all the support words!! =)
Last edited on 2009-04-27 12:47:55 CST (Total Number of Edits: 1)
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well her it is... I remind you, it's only a preview, and still there are to many thing missing, like country divisions, and the intercontinental connections. Also I probably change the background to a light orange, to do a old map look, etc... But enough of "bla-bla" this is the preview... (the original is 3 times biger) http://img220.imageshack.us/img220/5610/riskiiboardpreview.j...And please let me know if there are some errors in it... I hope you like it... Bye bye bye zombie240
Last edited on 2009-04-27 14:18:28 CST (Total Number of Edits: 1)
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