URPG Risk 2.0
Risk has been attempted in the past and certain elements of it had worked and also failed. The goal of this version is to provide a fun game, with in a relevant time period. This version will be fluid and less structured to allow flexibility in game play.
If you do not understand how the game of Risk is played, let me give you a short run-down of the concept and how it works. The classic game of Risk is a turn based strategy game that revolves around domination. The classic version is world domination, where one player or team conquers the world or map. The second version is called Mission Risk, where a player or team wins by achieving a number of objectives to win. In the game of Risk a team wins battles through a combination of luck and strategic assault upon the forces of the enemy. Obviously, we in the URPG want to emphasize the strategic portion of the game. Furthermore, to make things simple will we throw out Mission Risk and play the classic version.
The map that will be used will be located here: Kanto
The biggest reason behind the struggle of URPG Risk (and other tournaments in general) boils down to one thing: activity. The easiest way to solve this problem is to make it short and simple. As such, URPG Risk will only be thirty-six days, forty-eight if you count the days for send. Each turn will last a period of three days, for a grand total of twelve turns total. The team with the most territory at the end will be declared the winners.
There will be a total of four teams participating, so you will not be making your own up. The four teams will be as follows: Green, Yellow, Red, and Blue. Green Team will be start in Pallet Town. Yellow team will start in Pewter City. Red team will start in Rock Tunnel. Blue Team will start in Fuchsia City. These are simply starting points, they hold no special meaning.
If you take a look at the map, you will see that there are a total of seventeen locations on the map. Each of those will be counted as one territory and one movement space. A team will be allowed three movements per turn. At the start of each turn, the Captain of each team will send their team’s moves to the organizer. Each of the three movements will be unique, meaning that if you have more than one player move to the same location as a turn it will count as one. Moving an individual will count as one turn. This is probably starting to sound confusing, so I’ll provide a couple of different examples.
Let’s take a look at the map and start from turn one using Green and Yellow team as examples. Green Team has a total of eight players and so does Yellow.
“Player A to Seaform Islands.”
“Players B-E to Viridian City.”
“Players F-H to Cinnabar Island.”
So, from this example you can see that the Captain has moved his troops to three different locations, with a different amount of players to each location.
“Player A to Viridian Forest.”
“Players B-G to Cerulean City.”
Player H stays at Pewter.”
In this example, the leader has chosen to use two of his turns to advance two spaces in one direction and only one in another. He could have also chose to use all three in one direction, the discretion is up to him.
Now, obvious ports can only be accessed through water from another city with a port. Also, a team can only advance as far as the neutral territory allows. For example, if Yellow ordered his troops to Cerulean, but another group from a different Team intercepts him at Mt. Moon. Before Yellow could proceed past, they would have to defeat the other team. If they failed, then the turn would end for that phase.
A question that should arise is what would happen if both teams occupied the same territory, who would get it. To make things simple, there will be a priority. With four teams, and twelve turns it works out perfectly.
Turn 1: Green > Yellow > Red >Blue
Turn 2: Blue > Green > Yellow > Red
Turn 3: Red > Blue > Green > Yellow
Turn 4: Yellow > Red > Blue > Green
Basically, every team gets a chance to be first priority, and after the first rotation of four turns, the cycle repeats so that the problem never arises.
Next comes the battle phase. When defending or attacking the winner is determined by battling of course. Here is how it will work. Green attacks Yellow at Pewter City. Green is attacking with one person while Yellow is defending with three. For Green to win, in this case, Green must win at least one game without losing once. Basically, if Green 1 beat Yellow 1, Green would be ahead by essentially one. It is then up to Yellow 2 or 3 to fight if they want to hold on to the territory. If Yellow 2 won, then the territory would be tied. If Yellow 2 lost, then the territory automatically lose because Green would be up two, and Yellow 3 can only earn one ‘point’. If the score would remain tied, at one win apiece for both Green and Yellow, then the defending team wins by default. If this sounds confusion, look at it his way. Each battle for the territory results in a point for that team. Whoever has the most points at the end of the battle phase gets control on the territory. Now, if a player or team tries to avoid a battle to win or a hold a territory by stalling until the turn is over, then the territory will be forfeit and that team will lose a movement next turn. To be short, any attempts to dodge a battle will be punished and multiple offences will be cause for dismissal.
This means, that when attacked or defending, each player can only battle once for that battle turn, unless it isn’t possible. In the example above, you will notice that Yellow 1 didn’t get a rematch. This is to prevent spamming of the best battlers to put one team ahead and make them practically unbeatable. No one wants to have face someone like WTP three times and win them all to take over a territory. This system applies to any number of combatants when battling, only the actual number of battles needed to defend or conquer changes based off the number people fighting.
In order to attack, the territories have to be connected. If a team moves into a space that is owned by a team, but no player is there to defend it, then the attackers win by default. If a territory is conquered through battle, then it cannot be counter-attacked by the team who lost it for one turn. This is subject to change, but basically I don’t want spamming of the same battles over and over. Now, if a territory is attacked by more than one team, then priority will determine which teams fight first. If a team loses a territory, then are forced back to the nearest owned territory.
3v3 - 6v6 (3v3 is the default for a neutral territory and 4v4 is the default for an owned territory. The number of Pokemon can move up if both battlers agree no matter the territory).
Held Items[Off] (Can be on if both agree).
OHKO/SLP/FRZ/EVA Clauses On
Weather/Terrain set to Off
All battles will be done in Revo, or BW Revo if both battlers agree.
The final thing is Teams. If any of you have ever done the URPG War, then you will know about the vets teaming up and crushing the competition. This will not be the case here. Every team will have a fair shot and the talent spread evenly. Here is how it will work:
When signing up, you will be placed into one of four categories. A | B | C | D
A is the highest and reserved for the top battlers, while D is the lowest you can go. Since I’ll be running this thing I will be placing you in a category based off how I evaluate your skill. If you feel that you should be placed in a higher rank, simply post saying that you wished to be higher and list why. If your post receives five likes you will be moved up 99% of the time. At the end of the Sign-Up phase, the people will be randomly rolled into the teams evenly. So you will not find four A rankings on one team, that will not be happening.
This is for discussion of how this would work. So post thoughts or things you think should be changed.