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House rule that Rogue can use two swords changes it 100%. If you roll poorly on both swords that's +1, and +1. If you have amazing luck and roll +2 and +2 on both swords it can go to level 4 & 5. My reasoning behind it is that Rogues normally can gain duel wield ability in classic games.


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I haven't tried original Risk with more than 4 players, but there is an alternative that can more or less be played with 7 players, Risk Legacy. It is an official "spinoff" where the map changes and each faction is different and evolves a bit getting special and unique habilities. While it is initially for 5 players, without spoiling the fun let's say it ...


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I wrote a Mathematica script to handle the dice rolling. It keeps track of all previous dice rolls, and weights the next dice roll probabilities according to the difference (expected # times rolled) - (actual # times rolled), so that the actual distribution converges faster to the expected. (And dice rolls on different turns are not independent.) Though ...


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We used to play Risk 2210 a lot, often with more than the recommended 5 players, and used the rule that if you are wiped out, when your turn comes around, you can start a rebellion. Rebellions Take two cards and choose one of the shown territories to rebel in. Roll 3d6. That many troops in the chosen territory are replaced with your troops. If there ...


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I have considered & re-considered the concept of involving a gambling aspect to the classic game of Risk. I have come to the conclusion that playing this classic game should not involve money as people whom like money games will gravitate towards poker & people who like strategy & balance of power will gravitate to Risk. The best games of Risk ...


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If you wish to make your own map as I have, you could perhaps visit strategygamenetwork.com where you will find at least 80 different maps created by various users of this site. My map is Polar World. I have found that playing with 7 players does not make for an enjoyable game of RISK, but if you must, a good ration is 7 to 10 territories per player. If ...


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This is inspired by the action-choosing mechanism from Speculation. Start of game setup: Get six objects that can represent planeswalk/chaos/nothing: colored marbles, Scrabble tiles, popsicle sticks with symbols drawn on them, etc. Place the objects in an opaque bag. When the player wants to "roll": The player pays the cost for rolling and chooses an ...


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Here's one option: limit the number of chaos rolls and the number of planeswalk rolls to 1 per turn. If you roll the planar die n times, the probability of rolling at least one planeswalk symbol is 1-(5/6)^n, and of course the probability is the same for chaos. So, my suggestion is this: determine the number of rolls (and tap for that much mana), then ...


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I found some "ways to play" on the Story Cubes website. Some just involve getting more or other dice, but some are actually just house rules, or alternate rules. I will be trying some of them out. Some of those are little more than showcases / advertisements for different sets, but a couple of them are quite useful. #4 Superheroes Each person roles 3 ...



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