Metal Risk (v.6)


Metal Risk is played with a traditional Risk (TM, © Hasbro) game set, with changes to the rules noted below.

Overview

Armies are no longer acquired based on continents, number of territories, or sets of cards.  Armies are only acquired by controlling territories that contain a metal.

Materials

Set Up

There are ten metals.  Each resides in one or more territories:

  • Aluminum (3)  Quebec, Western United States, Venezuela
  • Copper (3)  Western Europe, Egypt, Congo
  • Nickel (2)  Ural, Yakutsk
  • Iron (2)  India, Indonesia
  • Gold  Norwest Territory
  • Manganese  Madagascar
  • Platinum  Argentina
  • Silver  Scandinavia
  • Titanium  Japan
  • Zinc  Eastern Australia

Using the pen and page markers, label the sixteen territories with their respective metal.  For clarity, use a different color for Aluminum, Copper, Nickel and Iron.  Use the fifth color for the rest.  I found that cutting the page markers in half and using the half with the sticky backing worked well.

Take one army of each color and put them in the coffee cup.

For each metal, roll two dice.  Look up the base yield (0-4) for the resulting roll on the Metal Yield Table.  On the territory(ies) on the board for the metal in question, place a number of Monopoly houses to indicate the base yield.

Initial Army Placement

Each player counts out the normal number of armies.  Choose a player to go first.

Beginning with the first player and proceeding to the left, each player places a single army on an open territory.  When the last player places, he places again; then proceed to the right back to the first player.  Repeat back and forth until no more territories are open. 

Once all territories have a single army on them, begin again with the first player and proceed to the left.  Each player, in turn, places all of his remaining allotment of armies at once on the board. 

Place a marker (Monopoly thimble?) on the Round Table to mark Round 1.

Hand the coffee cup to the last player.

Turn Play: Additional Armies

At the beginning of his turn, a player receives armies for each metal of which he controls at least one territory.  (Controlling additional territories of the same metal has no effect.)  The number received is the sum of the metals' base yields, times the yield weight for the current round from the Round Table.

For example, in round 1 if copper yields 3 armies, and a player controls one copper territory (Egypt), then he receives 3 armies for copper.  If he controls all three copper territories (Western Europe, Egypt and Congo), he still receives 3 armies for copper.  In round 3 he would receive 6 armies (base yield 3 x yield weight 2).

Drop any fractional part of the player's total.

Turn Play: Adjustments

If the player has the coffee cup, then before he counts out his new armies he makes the following adjustments:

  1. Draw, blind, a single army out of the coffee cup.  The color represents one or more metals according to the Metal Color Table.  For each metal represented, determine a new base yield by rolling two dice and consulting the Metal Yield Table.  Adjust the houses on the board accordingly.

    Set the drawn army aside.  When all armies have been drawn, return them to the cup.

  2. Advance the marker on the Round Table.

  3. Pass the coffee cup to the player on the right, against the flow of play.

These adjustments take effect immediately, thus impacting the current player.

Combat

As with normal Risk rules, a player may attack from one territory to an adjacent territory.  In addition, he may attack from one territory to a non-adjacent territory as long as there is a continuous path of territories in between which the attacking player controls.  Such an attack is not considered to be across water unless the "last hop" to the defender is across water.  (Non-adjacent movement may be used in the end-of-turn free move as well.)

Combat is resolved wargame style, where dice rolls are scored as hits against the opponent.  Hits are scored on rolls of 4, 5, or 6.  However, if the attack is across water (any time the two territories are connected by a dashed line), the attacker hits only on a 5 or 6.  Hits are simultaneous.

The defender may roll up to 6 dice.  Though as with normal Risk rules, he may not roll more dice than he has armies.

The attacker may roll up to the number of dice indicated on the Round Table.  As with normal Risk rules, he may not roll more dice than he has armies, less the one that must be left behind.

If the attacker prevails, he must move in at least a number of armies equal to the number of dice he rolled, minus the number of casualties he sustained in the last volley (this is a little different from normal Risk).  He must move in at least one army.

In the event the attacker is wiped out, the attacker places a single army back onto his territory.  In the event the defender is wiped out but the attacker is unable to move in, the defender places a single army back onto his territory.

For example, in round 3 a player attacks from Greenland with 10 armies to Iceland defended by 8 armies.  The attacker rolls 5 dice; the defender rolls 6 dice.
The attacker rolls 6 (hit), 5 (hit), 5 (hit), 4 (miss across water), 1 (miss), for a total of 3 hits.  Therefore the defender loses 3 armies.
The defender rolls 5 (hit), 4 (hit), 3 (miss), 3 (miss), 1 (miss), 1 (miss), for a total of 2 hits.  Therefore the attacker loses 2 armies.
As with normal Risk rules, the attack may be repeated, or a different attack entirely may be initiated.

If a player captures a metal he does not already own, he immediately places a normal allotment of armies for that metal (only), calculated using the yield weight from the prior round, onto the newly captured territory.  (In round 1, assume the prior round's yield weight is zero.)  He may then continue his turn.

Victory Conditions

A player wins at the end of his turn when he controls at least one territory each of all 10 metals.

Last updated: 13-April-2007

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