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.

Teams
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.

Denarii
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
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.

Units and upgrades
There's a bunch of different units in the game. They are all available from the start. They will have different dice when attacking and defending.

Land Units:

Legionaries: Cost: 1 Denarius, Attack: d6, Defence: d6

Cavalry: Cost: 2 Denarii, Attack: d8, Defence: d6

Onager (Catapult): Cost 3 Denarii, Attack d10, Defence: d4

Legatus: Cost 10 Denarii, Attack d10, Defence d10

Senator: Cost 6 Denarii, cannot fight or defend. Worth 1 territory point. Can be moved within friendly territories. If a territory is captured through combat, the Senator will join the conquering team (adding a point to them). Only a single senator can occupy a territory.

Naval Units
Naval Units must be bought on water territories, next to a friendly coastal line. Naval Units can move friendly units across water territories. Combat on water territories are fought between Galleys. Land units can't fight when on a ship. I the ship is lost in combat, any troops on board will be lost as well.

Small Galley: Cost: 3 Denarii, Attack: d6, Defence: d6. Can carry 3 Land Units.

Large Galley: Cost: 5 Denarii, Attack: d8, Defence: d8, Can carry 5 Land Units.

NPC Units

Praetorians: Attack d8, Defence: d8. Occupying Rome and 2-point territories from the start of the game.

Barbarians, Brigands and Raiders: Attack d4, Defence d4.  Occupying territories from the start of the game. Will spawn on territories left empty by players.

Territory Upgrades
Fort: Cost: 10 Denarii. All friendly Legionaries Defence is d8 on this territory. The Fort can't be moved.

Temple: Cost 10 Denarii. The territory is worth 2 extra point. The Temple can't be moved.

PDF - Sheet
A danish pdf sheet with the various unit. Download link.


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