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Players | 2-4 |

Length | 60 minutes |

Equipment Required | two piecepacks and colored stones (or tokens) for each player |

Designer | GeorgeHarnish |

Version | 0.1 alpha |

Version Date | 2008-03-29 |

License | re-licensed CC BY-SA 4.0 |

This is a PiecePack variant of Risk, currently in *Alpha playtest* mode. Feel free to make modifications, and credit yourself in the designer cell of the table above.

The game is played on a world map divided into territories (here, we abstract the world and territories into tiles).

One set of tiles will represent the world map.

Use two complete suits, and set aside the Ace from two suits, as well as the five from one of these two suits.

Lie the tiles on the table suit side up, with suits contiguous (they will represent continents). Represent that sailing off one edge of the board lands you on the opposite side by placing a pawn on the nearest territories on those opposite sides. (For example on the globe, we have Alaska "adjacent" to Kamchatka and Brazil adjacent to Western Africa)

From the remaining tile set, set aside the same four tile you set aside in the other set. Shuffle the remaining tiles and keep them in a pile, number side down. These will be called cards.

Determine a starting player (usually by highest die roll).

Players have a certain number of starting counters representing armies. They each start with an equal number of armies. We're starting with 14 tiles, so divide that by the number of players and add 6. (totally arbitrary, please test it out and comment below).

Players take turns putting down an army of their color on a territory to claim it.

Once all territories are claimed, they take turn reinforcing their claimed territories by putting an army in an already claimed spot.

Once all armies are placed, the game begins.

At the beginning of every turn, including the first, the attacking player gets additional armies to place in their territories as desired. Count the number of controlled territories and divide by two, dropping any fraction. The minimum number of new armies is two.

In addition, being in sole control of a continent gains a bonus. The smallest continent is worth two extra armies, the next largest is worth three extra armies and the two largest continents are worth four extra armies.

Finally, turning in sets of cards gains a bonus. See "Turning in Sets of Cards" below.

Starting armies and any gained from turning in cards (described later) are cumulative.

The starting player gets to attempt to conquer an opponent's territory.

In PiecepackConquersTheWorld, the attacking player rolls a number of dice based on the number of armies that are attacking; up to three dice. Officially, one attacking army may not participate in the attack, so you don't get to count that one for dice.

The defender gets to roll a number of dice based on the number of defending armies, up to two dice.

Line up the die rolls of each player, highest to lowest. If the attacker's highest roll beats the defender's highest roll, the defender loses one army. If the defender beats or ties the attacker's highest roll, the attacker loses one army. If there are a second set of die rolls for both players, use the same process to determine which side loses an army. Any extra (attacker) dice are ignored.

If the attacker eliminates the defending army in a territory, the attacker must move at least as many armies as dice rolled into the newly conquered territory. The attacker may move more armies than this, but must leave at least one army behind.

The attacker may continue attacking (from anywhere) as long as they have enough armies to make the attempt.

If the attacker conquered at least one territory in their turn, the attacker draws a card from the face down pile.

Finally, the player to the attacker's left becomes the new attacker.

In future turns, players will have sets of cards. In this variant, I'd suggest either a pair (two matching numbers) or two of the same suit.

The two Aces in this deck that were set aside from the map are wild, and may be used to complete a set.

Turning in a suit at the beginning of a turn gains additional starting armies.

The first set is worth two extra armies. The next set is worth three extra armies. The next worth four, and each successive set is worth two more than the last set. A player may turn in more than one set in their turn, for a cumulative bonus.

If an attacker eliminates a player, they get all the cards the defender was holding.

If a player ever has five or more cards in their hand at the beginning of their turn, they must turn in enough sets to drop below five cards.

Keep playing until one player Conquers the World!