1 November 2018

Roman RISK - Rules 0.1

Started writing down the rule ideas I have in my head. It'll take time to make it understandable for others. But I want other teachers to be able, to pick this up and use it.

On the Roman Risk page I will continuously update and add to this.

Roman RISK - Rules

This mega game project is inspired by RISK and the combat rules from this. But changed and adapted to work as a center for teaching about Roman history.

The goal
The goal for each team is to get the most power by the end of the week. Each territory is worth one point. The team with the most points will be elected the new Emperor of Rome.

There's roughly 200 students, 4th to 6th grade - in eight classes. These will be mixed into 8 teams.

Fluent turns - real time
The game is played in real time, with no turns. Students from the eight teams will take actions as the come to the board (taking a small break from the entire-day-class). They can buy units, move units or attack another team.

If multiple teams want to do multiple actions at the same time, they will go in turn. Making a single move, buying units or attacking a single territory.

Not all students will want to take actions, move game pieces or roll dice. And not all will be at the table at the same time. They will move to and from, still working in whatever classes they have.

Unlike RISK: There's no cards to gain units, no skipping a turn for free untis etc. This makes dropping turns possible and making a fluent game.

All units and upgrades are bought with denarii. Denarii are given to students by teachers. Each teacher is given a high amount of denarii at the days start. They are instructed to hand out a roughly equal amount (so different classes won't vary too much).

Denarii are awarded to teams for complete tasks, to recognize individuals doing good, for working well together. There's no set rules, they are meant to encourage good work and behavior. So this is completely up to the teachers.

Combat is inspired by regular Risk. A team can move units from their own territory into and enemy territory. The attacking player may roll up to three dice, the defender may roll up to two dice - if they have enough units.

High numbers will beat low numbers. Draws will be won by the defender. Combat is fought until the attacker pulls back or one side have lost all units.

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