USING THE RISK
BOARDGAME TO RUN NAPOLEONIC CAMPAIGNS
I created specific campaign rules to use for these
campaigns. They are bits and pieces of great ideas I got from other campaign
authors, with some original flavor added. The reader can and probably will use
any other set of rules of his/her choice. I will publish my rules in this blog
soon. Following is a basic description of how my campaigns work.
Two types of campaigns, both are fun. Other campaign ideas
can be created.
1. Conquer the world
Start with 3-4 colors. Using the RISK card deck, deal all
cards to each color and place blocks in assigned territories. Look for clusters
and pick 3 adjacent territories for each color. Those will become countries. Remove
the other blocks. Assign a capital. Play RISK rules of movement. When 2 enemy
armies meet, run a battle. Finally, one country will emerge victorious.
2. Battle of two continents
Two "continents" - Eurasia (Europe, Asia, Australia ), and Amerafrica (N & S America, Africa ). 2 mini-campaigns are run, one in each continent.
Assign 3 colors in the first continent. Look for clusters as in first campaign.
Will then have 3 countries. Using RISK rules, each in turn expands its
territory and battles other countries for control. When one country conquers
another, it then controls all its existing territories and armies. When one
country emerges victorious, its forces remain in place after the campaign. Now
play the second mini-campaign the same way. Final campaign: With all forces in
position from the end of each mini-campaign, the countries in each continent
battles for overall supremacy.
general rules
At the start:
1) Use SCMR to determine each country's initial strategy.
SCMR stands for Solo Campaign Mobilization Rules and can be found in William
Sylvester's book The Solo Wargaming Guide. I will be happy to describe them to
you if interested. They are very effective, and yet uncomplicated.
2) each country rolls a D6. It gets that many extra blocks.
Place in any controlled territory(s). note: the blocks will be used as garrison
forces or to build field armies.
During play:
Each country gets a turn in each phase.
1) Resource phase:
When new blocks are received according to the RISK rules,
they are added to a country's controlled territory or to the capital. Each
country can then move extra blocks from one territory to any one adjacent
territory that does not have enemy forces. It now takes control of the
territory. When all countries have had their turn, move on to the movement
phase.
2) Movement phase:
When a division (or other size unit of your choice) is built
(must be built in the capital), it can then be moved to the front to advance
upon the enemy. Or, you can continue expansion and build additional divisions
depending on your strategy.