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{\rtf1{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil\fcharset0 fonts/Times-Bold.afm ;}{\f2\fnil\fcharset0 fonts/Times-Roman.afm ;}{\f3\fnil\fcharset0 fonts/Times-Bold.afm;}{\f4\fnil\fcharset0 fonts/Times-Roman.afm;}}{\colortbl ;\red0\green0\blue0;\red51\green102\blue154;}{\*\generator dz_rft_create;}\f0\f1\cf2\fs32 \b \ul World Domination\ul0 \b0 \par
\cf1\f2\fs18 \i Origin \b Matthulhu - esam\b0 Entered by Azus\i0 \par
\f3\cf2\fs24 \b Created on\b0 \par
\cf1\f4\fs18 2010-08-07 00:54:35\par
\f3\cf2\fs24 \b Modified\b0 \par
\cf1\f4\fs18 2010-08-07 00:54:35\par
\f3\cf2\fs24 \b Class\b0 \par
\cf1\f4\fs18 melee - non class\par
\f3\cf2\fs24 \b Lives\b0 \par
\cf1\f4\fs18 See rules\par
\f3\cf2\fs24 \b Count\b0 \par
\cf1\f4\fs18 No count\par
\f3\cf2\fs24 \b Reeves\b0 \par
\cf1\f3\cf2\fs24 \b Materials\b0 \par
\cf1\f4\fs18 A Risk(tm) game set, any melee weapon, any size shield, javelins,
throwing weapons, rocks. 2 to 6 players may participate. No armor or
bows are used.
\par
\f3\cf2\fs24 \b Setup\b0 \par
\cf1\f4\fs18 Arrangement of the board is as per the game of Risk; beginning
territories may be randomly assigned by dealing out the territory cards
face down to all players minus the wild cards, or beginning territories
can be claimed in player order until the whole map is filled up with the
armies.
\par
\f3\cf2\fs24 \b Rules\b0 \par
\cf1\f4\fs18 \par
The rules for World Domination are the same as Risk except for the
non-use of dice. Instead, players fight one-on-one in battle to
determine whether an attacking army succeeds in its invasion or whether
the defending force in an invaded territory is able to hold its ground.<\par
>
\par
\b Equipment Selection:\b0 For every die a player could use in the board game
version, he carry one item into battle, which can be a weapon or a
shield (limit of one shield as per standard Amtgard). However, attackers
may carry up to six items maximum, while defenders are limited to four
items. [Whereas the original board game is limited to 3 dice for
attackers and 2 for defenders, doubling these numbers is a concession to
allow the practical use of multiple projectiles.] For example, an
defending player with five invading armies may carry a short weapon and
two javelins and a shield (note the defender's limit of four items), or a
shield with two short weapons and a throwing weapon, or some other
combination of four items.<\par
>
\par
\b Defender's Perogative:\b0 The attacker always chooses his equipment first,
and then the defender may pick whatever equipment will work best for
him. This advantage of the defender is in honor of the rule from the
original game in which "defender wins all ties" with dice rolls.\par
\par
\b Equipment
Attrition\b0 : In the course of a battle, whenever a player has lost enough
armies that he has fewer armies than items he is using, they must quit
one of his items. For example, if a attacker began with 5 invading
armies and began with a sword, shield, and three javelins, but loses an
invading army, he must immediately quit one of his weapons or his shield
to continue the 'invasion'. Of course, once a player is out of armies,
they can no longer attack or defend, and the battle is over.\par
\par
\b The
Battle Circle:\b0 All battles are resolved in a circle of 20-foot radius.
The defender always begins combat inside the circle and may not leave.
The attacker begins combat outside the circle and may enter or leave at
any time. Whenever either is slain, the positions are reset (i.e. the
attacker returns to life outside the circle).\par
\par
\b Losing Armies:\b0 Each
time a player is slain while previously wounded (torso shot or second
limb shot), they lose an army. Each time a player is slain unwounded (a
'clean kill') they lose TWO armies. Naturally, a player may elect to
self-inflict a wound in battle to avoid rapid attrition; this is not
unlike the option in the original board game in which a player could use
fewer dice than what's normally allowed to them.\par
\par
<\par
>
\par
\f3\cf2\fs24 \b Victory\b0 \par
\cf1\f3\cf2\fs24 \b Misc\b0 \par
\cf1\f3\cf2\fs24 \b Variations\b0 \par
\cf1\f4\fs18 \b Team Domination\b0 : There are rules for teams in the Risk
rulebook itself, but following is specific to World Domination, and
allows up to 12 players to participate. Players may voluntarily organize
into teams of two, with each team controlling one set of armies. One
player acts as the General and the other is the Champion, and cooperate
to win the game. The General determines which territories to invade and
how the armies are to be deployed on the map, while the Champion does
all of the fighting. Players who wish to go it alone may still do so.\par
\par
\b Armies
Limit\b0 : To prevent long, drawn out stalemated matches and runaway
reinforcements, the reeve may impose a limit on the number of armies any
given territory may hold for a given player. A good limit for this
would be seven armies. Thus defenders would be limited to defending with
seven armies, and attackers may invade with no more than six. If all of
a player's territories are full and he still has reinforcements to
place, those reinforcements are forfeited.
\par
\fs20 \par
}